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Codex Grey Knights Review

"Smite the Daemon!" shouts the call to action at the back of the codex and it's not too far from the truth, smiting the daemon being one of the main offerings of Codex: Grey Knights. Released alongside Codex: Chaos Space Marines and hot on the heels of Codex: Space Marines, this codex offers deep striking storm bolters and force weapons (that do D3 damage) everywhere.

So how different are the units in the Codex from their counterparts in Index Imperium 1? Almost all of the stats and point costs remain the same with the exception of Grey Knight Terminators and the Librarian that went up in cost. While the latter got a stat bump (WS/BS2+), the terminators are sadly going to be left behind (I'll explain why further into the article) except in very specific circumstances.

I'll be going through the codex in the following order:

1. Special Rules

2. Warlord Traits

3. Stratagems

4. Relics

5. Psychic powers

6. HQ > Troop > Elite > Fast Attack > Heavy Support > Flyers

Note: It will be handy to have either read through the codex already or have it on hand as this review might make references to rules presuming the reader already knows them

Warhammer 40k, Singapore, Tactics, Grey Knights, Review

1. Special Rules

All psykers in a Grey Knights detachment in a Battle-forged army get +1 to their psychic tests as well as Deny the Witch. Super useful as it makes the most difficult psychic power available to them, cast on a roll of 7+ and all Smites on a 4+. Great for psychic defence as well as chances are you'll be teleporting onto the battlefield in the thick of the fray and well within range of most of the enemy's psykers and their psychic powers.

All troops in GK detachments get the old Objective Secured rule as well (called Knights of Titan for them) though with GW releasing the preview info about ObSec for all troops in certain factions (the list of which is most certainly going to be similar to the ITC and Nova ones found here), there's nothing really special about this "special rule".

And They Shall Know No Fear (ATSKNF) allows re-roll failed Morale tests for a unit with the rule. Standard Adeptus Astartes fare.

Rites of Banishment makes all GK psykers slightly less scary (limiting their Smite range to 12" and only 1 mortal wound, poor GK Librarian...) except against Daemons which take the full 3 mortal wound brunt. Thus the call to action I mentioned...

Teleport Strike allows the unit to deep strike onto the battlefield more than 9" away from an enemy model. Notable units without it are GK Techmarines, Vehicles, Brotherhood Champions (including Castellan Crowe), Purifier Squads and Purgation Squads (Strike Squads with more heavy weapon access).

2. Warlord Traits

One of the main reasons to bring a generic (non-named) HQ character is to make him the warlord for the trait "First To The Fray", which allows you to re-roll failed charge rolls for the Warlord and friendly GK units that are within 6" of the warlord at the start of the Charge phase. All the named characters (Draigo, Castellan Crowe, etc) have fixed warlord traits that are fairly true to the lore and their character (thus the generic HQ choice).

Draigo's trait makes daemons wounded by the warlord in the Fight phase have a -1 to their invulnerable save for that attack. Quite a poor trait to be honest. Terribly situational and not even that great in THOSE situations.

Crowe's trait gives him +1 to wound rolls in the Fight phase but only in the turn he successfully charges. Almost just as bad in my opinion but at least it doesn't only work against Daemons.

Brother-Captain Stern's trait makes GK units within the 6" aura fearless and is decent IF you intend to take large squads of Grey Knights (which IMO is not really a GK strength with their high cost models) or if the opponent is stacking negative leadership modifiers.

Voldus allows him to know an additional psychic power, bringing his total known psychic powers up to 4.

The last warlord trait (and the other one not tied to a named character) grants your warlord's non-Relic melee weapon a +1 damage (so Damage D3+1 if it's a nemesis force halberd for example).

As you can see, 1 of the 6 traits stands heads and shoulders above the fray (=P) and I wouldn't leave home without a non-named character if I'm intending to have a GK character as my army's warlord.

 

Warhammer 40k, Singapore, Tactics, Grey Knights, Review

3. Stratagems

A number of repeats/similar ones from the Space Marine codex but that's not unexpected as they do share some characteristics (big, bulky, power armoured dudes being one of them). For the sake of brevity, I will only go through some of the ones that stand out to me.

Wisdom of the Ancients. Useful if you are intent on bringing a GK backline (why would you though....) while your main aura characters go to the fore.

Only in Death Does Duty End. Very useful for beatstick GK characters like Kaldor Draigo or a Grandmaster in Dreadknight armour as they can do some serious damage in the fight or shooting phase (for the latter) as you can be sure they will be high on the priority list for your opponent to take down. Of special note is the 1CP cost compared to Codex SM where it costs 2CP.

Honour The Chapter. Letting any Grey Knight Infantry unit fight a second time in the turn is bound to end badly for the opponent (as we can see from Khorne Berzerkers fighting multiple times). Especially good for clearing up that elite unit you just charged this turn. Obviously more cost (CP) effective for large units as most stratagems tend to be.

Teleportarium. I can see this being used to deep strike a Purgation squad or two (they don't have Teleport Strike) into optimal firing range. Useful for DK Dreadnoughts as well if you bring short-ranged weaponry for them (Multi-meltas, Assault Cannons, squish-squish Fist, etc).

The Aegis. Deny with 3 dice picking the 2 highest. Useful IF an opposing psyker is casting a power that you REALLY REALLY must deny this turn...say...Magnus and his +1 Invulnerable save power on the turn you really really want him dead. Even then...I'm not sure if it's worth the 2CP cost.

Heed The Prognosticars. With the most recent GK FAQ limiting Draigo from having a 2++ from the Sanctuary psychic power, this Stratagem has become the only way for a 2++ save in the army. Albeit for only 1 turn. The "start of turn" activation does limit its usage though and so does its 2CP cost. Still, useful for the turn 'ol Mighty Kaldor Draigo lines up to beatdown on a crucial enemy unit.

Psychic Onslaught and Psybolt Ammunition. The former improves the Strength and AP of a unit's Psilencer and Psycannon weapons (and their heavier variants) by 1 while the latter does it for a unit's bolt weapons. Both cost 2CP and are a tad limiting in their use as you really want to use them for larger units (which by nature of their cost, GK doesn't do very well at) for maximum bang-for-your-buck. The single exception is for a GK Stormraven sporting both twin heavy bolters and 2 hurricane bolters.

The other psychic power affecting Stratagems or Finest Hour are situational at best and usually aren't really better than simply using your limited supply of Command Points for the all important damage or clutch roll re-rolls.

 

4. Relics

Notable ones include the GK version of the super bolter and in their case, a Rapid Fire 3, S5 Ap-1, D1 storm bolter, the banner, Soul Glaive and Cuirass of Sacrifice.

The GK relic banner retains the regular sacred banner abilities while changing the banner bearer's Smite to a 6" D6 mortal wound version that can have its range doubled by a nearby Brother-Captain though I'm not sure if it's worthwhile jumping through so many hoops for a d6 wound Smite on the turn you deepstrike them in due to the Brother-Captain's limited usage in other situations compared to a Grandmaster giving the re-roll aura.

The Soul Glaive is a relic Nemesis Force Halberd that improves the innate AP by 1 and lets the bearer re-roll failed hit and wound rolls made for the weapon. A good relic to take for any close combat oriented GK character that isn't Draigo.

Lastly, the Cuirass of Sacrifice gives an infantry model (sorry Grandmasters in Dreadknight armour) the ability to ignore wounds on a 5+ (the old "Feel No Pain") and is useful to keep that warlord with First to the Fray alive for more charge re-rolls.

5. Psychic Powers

The Grey Knights special psychic power list is called the Sanctic Discipline and includes 3 new powers added to the ones in the Index, bringing their total up to 6 (which will probably be the case for all Codexes and their special Psychic disciplines).

Sanctuary is a great power and until a couple of days ago, was the prime way to make Kaldor Draigo run around with a 2+ Invulnerable save (only achievable with the Stratagem now). Even with a maximum Invulnerable save limit of 3+ now, Sanctuary increases the survival rate of Paladins by 50% (from 5+ to 4+) against AP-3 weapons (and a 3++ in melee if wielding Nemesis Warding Staves).

Astral Aim is interesting and although situational, might be a good way to dig out pesky 1 model units hiding out of Line-of_Sight and holding important objectives. Without Whirlwinds or Thunderfire Cannons like their non-psychic Adeptus Astartes brothers, it's the only way for Grey Knight armies to target units that are out of LOS. The removal of cover helps as well.

Vortex of Doom (say it with me....DOOOOOOOOM) is the toughest to cast power in the codex at a warp charge value of 8 (so GK units in GK detachments will need a 7+ to cast it) and has the potential to hit 2+ enemy units with d3 mortal wounds each if positioned right. A tough power to use though but with potential rewards if you manage to pull it off.

Of the powers that were already in the Index, Purge Soul is useful for dealing mortal wounds to targeted units within 12" (and can pick out characters) and is especially useful against low leadership units. Even against a standard leadership value of 7, your leadership 9 characters and elite sergeants will deal 2 mortal wounds if both you and your opponent roll the same on the roll-off with a potential to do more than that.

Hammerhand is a great pick against any army that you want to hit in close combat and it lasts for the whole battle round, keeping the bonus during your opponent's turn as well. Being able to wound T3 on 2s, T4 on 3s and T5-7 on 4s is great for your falchion and sword-wielding Grey Knights while halberd-wielding ones wound T4 on 2s with the power cast on them. It helps offset a pure GK army's inherent weakness against armour and high toughness targets as well, letting you wound anything with a toughness of less than 8 on a 4+.

Lastly, Gate of Infinity is the perfect psychic power for an army that can enter play from anywhere on board but suffers from mobility issues (other than Interceptors) after they enter play. Allowing Draigo to push that last objective your opponent is holding on the other side of the board or to chase down fast moving enemy units can't be underestimated. It lets you push your control of the battlefield without worrying about your own Troops being able to teleport back to your own backline in the last turn or two to capture objectives as well.

 

6. Datasheets

HQ

Lord Kaldor Draigo - The only way to get the Chapter Master "re-roll failed hit rolls" aura in the GK army and both a beatstick as well as a Librarian-level psyker all rolled into one. A fairly expensive HQ but expect to see him in many armies featuring 3+ units of Grey Knights. Giving him Gate of Infinity as one of his psychic powers ensures that he's never away from the thick of the action for too long. His Bane of Evil rule also up the his and nearby GK units' damage potential against daemons in the fight phase.

Grand Master Voldus - Wielding a master-crafted Thunder Hammer equivalent (no -1 to hit), Voldus is your go-to guy if you want a captain-level buff aura and a psychic monster as he can cast and deny 3 psychic powers a turn. If he is your general, he will be able to bring two thirds of the Sanctic Discipline at his disposal though with all your infantry having psychic powers, I'm not sure why you would need it.

Grand Master - A budget Draigo/Voldus option and only really worthwhile bringing if you are saving points for other units or want to make full use of 2+ BS on the heavy weapon (Psilencer, Psycannon, Incinerator) he is able to bring.

Grand Master in Nemesis Dreadknight - The most interesting addition to the Codex. Essentially a souped-up Dreadknight at a 60 point premium. Being able to move and fire the heavy weapons only available to a Dreadknight at 3+ is one of the main reasons to bring a 12 wound model that can cost upwards of 250+ points. Having a base 2+ save, T6, and being able to shrug off multi-wound shots half the time (compared to just one-third of the time for a regular Dreadknight) does make the 12 wounds go much further than the number implies. Not a prime candidate for your only re-roll aura as he can be picked out (and will be a priority target) but useful as a flanking unit that comes with its own aura. Might be fun to try 3 of these in a Supreme Command Detachment to see how it goes.

Castellan Crowe - The only character with access to the Purifier version of Smite that does d6 mortal wounds with an extremely limited 3" range. It does make up for his paltry S4 AP0 D1 attacks as he smacks you with the hilt of his daemon-weapon (even with in-built re-rolls to hit and wound that generate more hits when you deal wounds with it). Might be decent for thinning out conscripts but contradicts his ability to dish out d6 mortal wounds at close range. He is the cheapest source of d6 mortal wounds in the Codex though (5 Purifiers come in at 140 points with weapons) so there might be a place for him if you stick him in a Stormraven or razorback should you need a cheap-ish HQ.

Brother-Captain (and Stern) - Grand master stats with 1 less attack and a 10 point discount. Interesting for their Psychic Locus aura which doubles the range of any Smites cast by Grey Knights while within 6" of the Bro-Cap. Purifiers and the relic banner probably benefit the most from the aura as it's possible but not particularly efficient to field a footslogging GK army that might want to extend their 1 mortal wound smite to a 24" range. Stern's Strands of Fate and Zone of Banishment abilities are so-so but he is only 7 points more than a regular Bro-Cap and is a worthwhile addition simply for being able to cast another Psychic power if you are of a mind to bring a Bro-Cap.

Librarian - Superior to the Space Marine Librarian in Terminator Armour in every way with a lower cost and the only model with access to combi-weapons in Codex Grey Knights. Able to Deny the Witch twice in the enemy psychic phase and with a +2 within 12" but that's not really needed in an army full of psykers. Would be useful IF he didn't also have Rites of Banishment, sadly limiting his Smite to the baby one available to all Grey Knights.

Techmarine - The cheapest HQ in the codex until you factor in the requirement to bring a power axe, 2 servo arms, a plasma cutter and a flamer (adding 45 points to his base cost). It also seems that being a Grey Knight somehow make you forget how to repair Flying vehicles... Leave at home and use another faction if you really need a backline firebase.

Chaplain - The new-kid-on-the-block unit alongside the GM in Dreadknight, the Chaplain (now with psychic pew action too!) unfortunately falls into the same problem as the Space Marine one; why bring a unit that only gives re-rolls in the Fight phase when you can bring a Chapter Master that gives you re-rolls in all phases.

Brotherhood Champion - An interesting (and cheapest) HQ that can choose to get a +1 to wound or his armour saves each Fight phase. Note his inability to deep strike without the Teleportarium stratagem like the Techmarine and Castellan Crowe. Might only be worth bringing if you really need a HQ and are really short on points.

 
Warhammer 40k, Singapore, Tactics, Grey Knights, Review

Troops

Strike Squad vs Terminators. With Strike Squads being less than half the point cost of a GK Terminator this edition AND boasting double the alpha strike anti-infantry firepower, GK Termis really need a serious points reduction if they are going to see any play. While the latter do have a 5++, it only really comes into play against plasma weaponry and heavy weapons which will eat right through their 2 wound profiles, making GKSS the more resilient (ironically) unit against those weapons for their point cost. Even their heavy weapons (for GKTs) cost more which is understandable because the GK characters can take them. Not much reason to bring the heavy weapons anyway with a negative penalty to moving and firing now when the basic Stormbolter is so effective these days. For example, a unit of 10 Grey Knight Strike Squad marines puts out 40 Stormbolter shots. That results in 11.9 unsaved wounds to Conscripts and 8.89 unsaved wounds to Horrors without re-rolls to hit.

Larger Strike Squads give you more effective Command Point spending with Psybolt Ammunition but multiple 5-man squads give you access to more mortal wound Smites which can add up. For melee weapon choice, Nemesis falchions are the most efficient weapon this edition. The +1 attack the falchions provide doubles the melee output of models with just a single attack and is more worthwhile at the same cost as +1S (halberds) or -1AP (swords).

The only reason I would have to bring GK Termis is if I were making a list that comprises purely of W2 and up models to overload the opponents' plasma weaponry and reduce the effectiveness of their basic anti-infantry (D1) weapons. Even then, you would have to build a list around them and I'm not sure if that will be worthwhile doing. Better to just save the Terminator models for use as Paladins which are much better for just 7 points more (more on that next week).

 

Update: Part 2 | Part 3

On that note, I will be leaving the review of Elites, Heavy Support, Fast Attack & Flyers to Part 2 of the Codex: Grey Knights Review for next week's Tuesday's Tabletop Talk. Thanks for joining me as always, as we look at tactics, reviews, and game-related 40k topics on TTT. Hope this article has helped you and given some insight to burgeoning Grey Knight players/collectors.

the Bench

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