The main body of these reviews generally aims to focus on the positives as much as possible a new book arriving always provides an infusion of excitement for players of that army, and we want to highlight the things that are going to be cool to use, and only focus on negatives where it really matters strategically, or people need to know about them to make their plans. You select one of these to be active at the start of the first battle round, and can change to a different one later on with the, power (with a new rider that you cant switch. . The former can hit hard and hit anywhere, while the latter provide more of a sturdy anvil that can occupy parts of the table for a prolonged period, and act as an initial spearhead for you. is a fully hilarious tool for punishing enemy Psykers a unit with the right keyword (and its generously distributed of all your infantry, including characters) can throw one, and if it hits (on a 2+) the Psyker just immediately suffers Perils. The biggest losers from that process feel like Terminators of both the regular and Paladin variety losing Redoubtable Defence is a spectacular blow, and unlike some of the other big losses (most notably Bring Down the Beast) there isnt anything else in the book that quite fills that gap. A Grand Master Dreadknight with both of these traits via Exemplar of the Silver Host feels pretty real! With that out the way, lets look at what these do for you. Grey Knights 9th Edition - The Blood of Kittens Network Grey Knights 9th Edition Follow Follow Follow Follow Follow Codex Adeptus Astartes: Grey Knights 9th edition was released on 09-11-2021 Unit points throughout Time Show entries Showing 1 to 10 of 46 entries Previous Next Grey Knight Special Rules They are much more soup-able into other Imperium armies. Thats mostly because the Ritual of the Damned stratagem sheet was buck wild, overcompensating for how weak the original Codex ones were, and the extremes in both directions have been flattened out. Register. Both an engineer and a wizard. You can put it on a Grand Master Dreadknight. Hammer of Righteousness is a nice clean +1 to wound in the first round of combat, never bad, while Nemesis Lord offers an alternative way around higher toughness by making your attacks with Nemesis weapons auto-wound on a 6 to hit. With Sanctuary to drop a 4+ invulnerable save on them and ways to boost their output despite them not having CORE, they end up way closer to viable than in most places. each turn. Well have to go ahead and feed that one into Hammer of Math and see which one comes out ahead. Compare the army-wide bonuses Grey Knights get +1 to deny and a 5+++ against Mortal Wounds, both niche defensive abilities that are only relevant some of the time, and dont really do anything to proactively determine your strategy. (discussed below), and detachments where all models are from the same BROTHERHOOD (with the exception of Honoured Knights units, this books equivalent of Blades for Hire or Dynastic Agent) become a Brotherhood of Psykers, unlocking extra rules depending on which Brotherhood was chosen. Stern joins Voldus in being locked to the Wardmakers, and for a small price premium on a regular Brother Captain you get an extra attack and two special abilities. Its cool but you can also just do this with Sanctuary, so unless youve got two vehicles to protect you probably dont need this. The warlord trait is probably less competitive, but is very welcome for other modes of play. In terms of new toys, you pick up a variety of defensive options for your various Infantry characters, plus the Domina Liber Daemonica which prevents Daemon deep strikes nearby (plus hurts their combat attrition), but the clear standout and rapid contender for the crown of funniest relic interaction in the game is the Sigil of Exigence. A re-named version of Edict Imperator, allowing you to immediately shoot then move. Youve also got two Rhinos, which can either have all the Strikes or two Strike Squads and the Purifiers. Taken as a whole, this ability is fine but also considerably more skippable than it either used to be in 8th, or in comparison to how strong some other pure army bonuses are in 9th. Teleport Assault (NMNR) isnt awful either, giving you three points if one or more enemy units were destroyed by a Grey Knight unit that either arrived from Teleport Strike or redeployed with Gate of Infinity or Teleportation Shunt that turn. With. The weapons page is really blurry but looks like statlines have ported across as expected (salvo turning to heavy for psycannon) and psilancer doing D3D. And there you have it folks the Grey Knights. The biggest standout is Unyielding Anvil, which is Rites of War but better not only does it provide an aura of ObSec for CORE and CHARACTER models, it also makes any models that already had ObSec count double when working out who controls an objective. The rule of thumb is that any of the power armoured units and both flavours of Dreadknights are better, characters are mixed, and everything else looks a bit iffy. huh. This allows you to launch devastating assaults over the course of the second and third turns of the game, sending probing daggers into any position where theyre weak and obliterating their finest units with a hail of Smites and other powers. Firstborn Marines everywhere else Grey Knights. Third and finally, if youre playing against Daemons you can thoroughly ruin their day with Destroy the Daemon, an uncomplicated kill Daemons, get points secondary and itll sometimes be worth a look into Death Guard and CSM lists with lots of Daemon Engines too especially if either Magnus or Mortarion is present, since those bag you 5pts all on their own. Whether Grey Knights can justify investing the price of most of a Strike Squad in a guy thats just good at killing things is an open question, but the statline is reasonably aggressive for the cost so he might see some use, which will be a relief for people eyeing up his cool new model. Dark Eldar / Drukhari - 8th edition leaks Next question. Theres only three here, but theres some good stuff. The consequence of most other characters dropping down to just one cast is that Librarians now, stand out as better Psykers than most of your options here they get to cast two powers, and have the cute gimmick of being able to pick from Sanctic powers as well as Dominus. stack up to a 5+ with an Apothecary to whom they can give increased aura range with a Warlord trait. a bit of a miss. Its not especially subtle, but youre going to hit, in the mid-game, especially with access to the Swordbearer abilities and. Its also worth saying that these are all 20pts cheaper than is printed in the book, since the MFM points for this year pre-buffed them. Theres one last strat to talk about, and I. this mostly mirrors something Robs going to hit over in the Thousand Sons review because both books have this. Now, that last one sounds bad till you discover that its not just them its units with the TELEPORTER keyword, which includes Dreadknights that you purchase the relevant upgrade for. The, strat costs you a mere 1CP, and just straight up gives a Psyker unit RR1s to hit, wound in either the Shooting or Fight phase (and you could of course use it in both, in the right situation). but it has been noted many times in both 8th & 9th edition codex that grey knights (and death watch -in 8th, changed in 9th) are not applicable for anything in the space marine codex. That leaves him as. , which is your power for absolutely dunking someone you dont like. Some of the Brotherhood powers are things you could imagine wanting to multi-cast, but its far from all of them and having to both activate this and give up whatever else you were going to do is a pretty steep opportunity cost, especially with the escalating warp charge. lots of Deny boosts most of the time, and theyre dead weight in many matchups, whereas cast boosts are always relevant, and generally have less drop-off in utility. Still great. Experts may have already spotted that theres one more of these than in 8th, and most of there are some substantial changes afoot for the former Tides, too. In addition, some of the units in this book still feel as if theyre priced for better combos existing (mostly Terminators, but the Characters could probably be cheaper across the board as well). i have somehow never noticed. Pretty much everything else just keys off GREY KNIGHTS or GREY KNIGHTS CORE. Firstly, a lot of the wilder combos unlocked by Ritual of the Damned are just gone. Pretty much everything else just keys off GREY KNIGHTS or GREY KNIGHTS CORE. This ability gives you access to five different Tides of the Warp that provide a bonus for every Psyker in your army. In terms of new toys, you pick up a variety of defensive options for your various Infantry characters, plus the, which prevents Daemon deep strikes nearby (plus hurts their combat attrition), but the clear standout and rapid contender for the crown of funniest relic interaction in the game is the, Once per game, when the bearer is chosen as the target of a ranged attack, you can immediately redeploy them anywhere on the battlefield more than 9 from the enemy, and if theyre no longer a legal target the opponent has to re-target their attacks. Not exciting, but plausibly useful. looks legit, and its good to see that you no longer have to feel obliged to put half the Grand Masters of the entire order on the table every game. A more different flag bearer, and probably less useful their +1A aura only applies to Paladins, and though they get the ability to inspire a unit in your command phase for +1 to hit in melee, youre almost always going to be better off with the Brotherhood Ancient. into the mix. No longer getting cast boosts particularly stings with some reasonably meaty warp charge values on key powers, and its worth saying up front this codex represents a pretty substantial upheaval to the faction, with quite a few of the tools they relied on in 8th changed or removed. Like the Grandmaster variant, basic Dreadknights rule theyre slightly down in price, have access to the same improved wargear as the Grand Masters, and crucially have been upgraded with both the CORE keyword and a baseline 4+ invulnerable save from Force Shielding. Grey Knight Terminator Justicar: Nemesis Warding Stave, Storm Bolter 3x Terminator: Nemesis Force Sword, Storm Bolter Terminator: Nemesis Force Sword, Psycannon + Elites + 5x Purifier Squad: Power- Purifying Flame Knight of the Flame: Nemesis Force Sword, Storm Bolter 4x Purifier: Nemesis Force Sword, Storm Bolter This is also strong if you end up bringing Grey Knights in soup and dont want to make one of them your Warlord, as it gives you partial coverage on that trait at a key moment. Functionally, both types work exactly the same you can buy one of these for each (non-named) Character and cant take the same one twice, and most grant a once per game effect. heeroyuy79 2 yr. ago. That means these are as tough defensively as the Grand Masters (they got the extra wound too), can benefit from most buffs in the book (including, for ObSec), and can sometimes actually hit, in the fight phase than the Grand Master version thanks to having, as their power. has been toned down a bit in exchange for being more reliable into the primary target the splash is only for 1MW, but the targeted unit just straight up takes 2d3 mortals whatever you cast it on, which is decent. has a pretty obvious impact but is no less strong for it if you lose the roll-off you can throw it up for a bit of extra durability out the gate, and its particularly strong on Nemesis Dreadknights, who have a base 2+ save to layer it on top of. These kick ass. Some of the Brotherhood powers are things you could imagine wanting to multi-cast, but its far from all of them and having to both activate this and give up whatever else you were going to do is a pretty steep opportunity cost, especially with the escalating warp charge. Especially with Voldus looking a bit less exciting than he used to, Draigo should be a mainstay of Grey Knight armies and because hes the SUPREME GRAND MASTER rather than a regular one, you can take him. Kaldor Draigo 180 Other units also get some specific tricks here Purgation squads get a very welcome strat for +1 to wound at half range, Brother Captains get an extremely useful ability to provide a +1 to cast aura with Psychic Locus, and in-line with a lot of units Interceptors have their once-per-game shunt moved to a Stratagem. Theres one last strat to talk about, and I think this mostly mirrors something Robs going to hit over in the Thousand Sons review because both books have this. They also get the ability to hand one of a sub-set of relics to a squad Sergeant. Its worth saying that the impact it has on Deep Strike charge maths isnt, by itself, bumping you from a 28% chance to around a 39%. They are a purified order, incorruptible and possessed of iron Yeah, it was down for a bit and came back up like 2 days ago at this point. Brother-Captains have had their aura tweaked, and now fill the Lieutenant role for Grey Knights, providing a Brotherhood-locked re-roll 1s to wound aura, and also access to the Psychic Locus strat for cast boosts. Its not all doom and gloom though the Banner of Refining Flame changes to a rather more exciting version thats plausibly worth a look. If youre still going to try to make Paladins work, you. The splashier stuff lives here, starting out with Gate of Infinity (WC7), which is still mostly the same, allowing a unit to be redeployed. These are defined in the codex for claritys sake, though its pretty obvious which are which. Lets dig in. Still, its a very low Warp Charge, which does make it more appealing. , and in-line with a lot of units Interceptors have their once-per-game shunt moved to a Stratagem. That means if you want three of your Strike Squads to all Hammerhand up before getting stuck in (and you may well want to, it slaps), they can. Once that initial onslaught has softened the enemy up, most of the units are deadly melee combatants as well, and are more than capable of putting any survivors to the sword. That leaves it as very much a sometimes treat. This means that every time you visit this website you will need to enable or disable cookies again. Having a baseline effect that works in any game is good design (especially as this is Draigos mandatory trait), but youre still. Theyre also Honoured Knights rather than belonging to a Brotherhood, which does place some limitations on what you can do with them and basically requires you to bring Draigo if you want any hope of them having re-rolls to hit. Being able to guarantee a redeploy on one of these without needing to cast Gate is very spicy, and the keyword also grants the option to fall back and shoot/charge for a mere 1CP with Fight on the Move. hes a vicious killer), gets AP-1 and D2 on his storm bolter and re-gains a 3+ invulnerable save via the Sanctum Sigillum. Heres the problem you just dont need lots of Deny boosts most of the time, and theyre dead weight in many matchups, whereas cast boosts are always relevant, and generally have less drop-off in utility. Theres a lot of change though, especially in the Sanctic powers, which now work quite differently to normal. That leaves him as fine overall, but honestly even if youre already running Wardmakers he isnt mandatory. offers an alternative way around higher toughness by making your attacks with Nemesis weapons auto-wound on a 6 to hit. Hammer of Math: Critical Mechanics in 10th Edition, The Arks of Omen: The Lion Datasheets Review, Goonhammer Miniature Review: Lion ElJonson, Arks of Omen: The Lion The Goonhammer Review, Goonhammer Historicals reviews Never Mind The Billhooks Deluxe Edition, Blood Bowl Lizardmen: From Sprue To Pitch, Eldfall Chronicles Faction Focus: Sand Kingdoms, The Final 9th Edition Dataslate and FAQ update: The Goonhammer Hot Take, This Weekends UTC Events: April 14, 2023. Taking a unit or two of these to shore up your objective play and ensure you can apply early pressure seems very good in particular, they give you great additional reach for, Hell yeaahhhhh. If you go first and the opponent is mostly hidden you can bank lots of points on it right out the gate, you can build up something on it just by scoring home objectives, and you can rack up points on it quickly in the late game if you do nothing for this till turn four you can still get 12. First up, lets cover the standard stuff Grey Knights get the routine 9th Edition extra Relic/Warlord trait options, and join the Space Marine supplements in being able to take a second trait on your actual Warlord, which has some plausible uses. The floor of quality for 9th Edition books is higher than ever, and theres some decent stuff here the Visions of the Prognosticars are one of the best designed sets of upgrades out there, getting a strong Warpcraft Secondary rules, and theyve succeeded in making a Grey Knight scary at baseline. Tide of Convergence is now your bread and butter option once battle is joined it gives your guns some extra reach, and makes every unit in your list even more deadly in a fight. Full wound re-rolls in the fight phase. ever getting caught in a grinding engagement in any one place, as your forces are likely to be relatively few in number, and although tougher than they used to be, still not really meant for a meat grinder. Its maybe not the strongest list out there, falling off after two near-mandatory picks, but having super Rites of War available brings up the standards quite a bit all by itself. The good news for Grey Knight players is that because these forces do, thematically, work together on the battlefield this keyword locking isnt as restrictive as it is for Death Guard its really. vehicles to protect you probably dont need this. There are some cool new options to replace them, and the baseline quality of some models has gone up a lot, but if you played the Grey Knights heavily in the glorious window between Ritual of the Damned and the pandemic starting, you should probably steel yourself for some disappointments as you go through this book for the first time. Grey Knights! : boosts the range of Psi weapons and allows Nemesis weapons to score mortal wounds on an unmodified 6 to wound. I think this is true for NDKs, but for the PAGK and TDA, Shadows helps us survive T1, while Convergence lets us blend tough targets once we get there. Instead, if you find that the opponent has built up a strong point, use your Dreadknights to hold firm in that position then try to swing the rest of the army to somewhere more vulnerable. Theyre another Honoured Knight unit, and run you one more point each than basic Strikes, with the upsides of being able to take two specials per five, the Purifying Flame power (with +1 to cast) and the ability to use Unbowed and Unbroken for -1D. The usual boilerplate about Vehicles not being able to take relics is conspicuously absent, and there are no keyword restrictions on this, so now when your opponent points their lascannons at your GMDK it can teleport straight behind a mid-table wall, and woe betide them if they throw some incidental shots at him at the end of the phase. This is a button youll want to slam a lot, which obviously isnt cheap, and this is where the Warlord trait has your back . If melee spikes are your preferred route to banish Daemons you can instead use Words of Power, which gives a single unit additional wounds on a 6 to wound, plus maybe (its unclear if this is meant to stack) doubles up when Mortal Wound bonus from Tide of Convergence. With only oneits a tough sell (unless this is where GW reveal that Commanding Oratory, which GK get a version of, was always meant to let you use Litanies you dont know). A surprisingly huge list here, with a relic version of almost every weapon (all basically fine if unexciting) and then some more interesting ones on top of that. The hit rolls working for everyone is real nice, as it mitigates the move/shoot penalty for Purgation squads and per-unit special weapons, but the real big-money payoff here is with Dreadknights. While these stand out, the other five Brotherhoods definitely arent useless, all having at least some interest to them. Its probably a bit niche to see routine play with the timing it has, but also very open to players finding some sort of nonsense angle on it. Theyre Servitors cheap trash that can sit on an objective behind a wall and perform Actions. In this episode, Adam, Josh Rich and Jamie talk more about the slow drip-feed of reveals for 10th Edition that GW have been . Ironically, this book. Overall, youre very likely going to want at least the first two of these most of the time, and some lists might want to apply a third to create a combat monster. Check that out below! Depending on what guns the opponent is packing, you can either keep the Purifiers together as a single block for maximum Untained and Unbowed/Sanctuary tarpitting, or Combat Squad them for a big damage spike from two casts of Purifying Flame. Welcome to the 2021 edition of the Munitorum Field Manual. E.g: Grey Knight Purifier Squad member vs. enemy tactical marine Outside of a few imported vehicles from Codex Marines, every unit in this army is both a Psyker and has the built-in ability to Teleport Strike onto the battlefield (even some of the ones that were missing it in 8th). When you factor in Grey Knights that come with 2 attacks base, then the halberd granting +1S on both attacks trims the advantage of the falchions over the halberds somewhat, and expands the advantage of the halberds over the swords. Secondly, this book has clearly been developed in parallel and as a mirror to Thousand Sons, and loses out badly in the exchange. There are some cool new options to replace them, and the baseline quality of some models has gone up a lot, but if you played the Grey Knights heavily in the glorious window between Ritual of the Damned and the pandemic starting, you should probably steel yourself for some disappointments as you go through this book for the first time. With only oneits a tough sell (unless this is where GW reveal that. In practice, you shouldnt do that they really needed an ability to allow them to target Sanctic powers on other units rather than having to self cast to make this worthwhile. That means these are as tough defensively as the Grand Masters (they got the extra wound too), can benefit from most buffs in the book (including Unyielding Anvil for ObSec), and can sometimes actually hit harder in the fight phase than the Grand Master version thanks to having Hammerhand as their power. of OK? your games. If youre trying to build competitive lists, these and Dreadknights are your bread and butter. psychic power and a free fight on death. ). Neat stuff. Grey Knights still only have one Fast Attack option, but its a good one Interceptors are very strong. Sadly. The good news for Grey Knight players is that because these forces do, thematically, work together on the battlefield this keyword locking isnt as restrictive as it is for Death Guard its really only those three things, abilities from the Brotherhoods themselves and a couple of stratagems that require you to match up. Daemon Slayer does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. as it works on ranged attacks too most Daemon hordes do, like massed bolter fire with RR1s attached. Switching off the ability to benefit from auras is obviously great, and can be very impactful against Adeptus Mechanicus, Dark Angels or Adepta Sororitas, which you may recognise as some of the games best factions! Kaldor Draigo kicks ass, and you want to take him a lot. warlord trait provides the unusual but splashy effect of preventing your opponent from attempting a deny on your powers if you cast them on an unmodified 8+. More juicily, unlike Firstborn Marines everywhere else Grey Knights do keep access to an equivalent of Transhuman Physiology, albeit at a slightly higher price of 2CP/3CP for small/big squads respectively. 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Though the Banner of Refining Flame changes to a squad Sergeant allowing you to immediately shoot then move squad! Only oneits a tough sell ( unless this is where GW reveal that with an to...

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