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Grey Knights in 8th Edition: Warpspeed You! Golden Emperor


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So been picking over the 8th edition book. I deliberately refrained from reviewing the Index version of our list, because I figured precisely this would happen. We were playtesting draft rules, now we have the final version ready to go. 

 

Those familiar with my earlier works know I just go unit by unit. Playstyles I suggest, but really how you put all the great synergies between units together is really up to you. As just one example, Paladins don't float my boat, but they're frankly amazing. Stick an Ancient next to them, they become blisteringly brutal in melee.

 

I'll cover Warlord traits and Psychic powers on a unit by unit basis. Suffice to say, First Into The Fray is insanely good and should be your auto-pick unless you're taking a named character or you wanna experiment with something wacky (like a budget Voldus or something, or that 'stack wound modifiers to the sun' Brotherhood Champion build I've seen). Psychic powers are trickier because each unit wants to do different things, and some stuff you'll want in multiples because it's that good.

 

HQ:

 

Draigo: Amazing, really hard to kill, same guy you've always known. His mandatory Trait is kinda lame, but you can't have everything. 

Crowe: Still garbage (give him back Rending GW, extra attacks with no AP still kill nothing except trash infantry). Immensely sad because his novel was fantastic, and is mandatory reading for all the pedants that moan about his lore. 

Stern: Strands of Fate is a trap. Zone is classed as cruel and unusual punishment in nine states for Daemon players, don't be that guy. okay/10. 

 

Grandmaster in Dreadknight:

 

Er yeah. Someone did the entire stash and just wrote this after seeing everyone complain about regular DK's. 

[nervouslaughterintensifies]

I said put a GM in a DK as a joke.

 

So you've got your default HQ sorted. What a relief. Weapon wise, you could take the hammer for reliable damage, or the greatsword a bit cheaper and never miss. With 'Hammerhand' on top, the different between S10 and S12 is negligible, so I'd probs opt for greatsword. 

Unlike regular DK's, hitting on 3's re-rolling 1's on the move is still fine (and 2's in those rare cases you stand still, such as Overwatch). Gatling psilencer and heavy psycannon make the most of these benefits, and are cheaper than taking a Purgator squad. 

Teleporter is handy, however you can just 'Gate' and save points. 

Psychic powers I would prioritise Sanctuary and Gate. Even with teleporter, 'Gate' is very handy mid and late game in repositioning if you need to. The Grandmaster's re-roll 1's aura is massively helpful to our elite force, so having it moved where needed is essential.

Sanctuary is an obvious choice, because he goes to a 3+ invul. 

The only Relic you're allowed is the Liber, and honestly given how hard we curbstomp Daemons still (3 damage Smite is...yeah), do you really need to rub salt in the wound just to make Purge slightly more viable? I wouldn't bother, use your free Relic purchase somewhere else. 

 

Grandmaster in TDA

 

I mean you could...but why would you? ~60pts difference between the two (50 when you factor in the default hammer you'll give your GM, assuming he's not taking the relic hammer). That buys you one Grey Knight Terminator just about. 

 

Brother-Captain:

 

A lot of people don't rate this guy, which I don't understand. He's pretty close to identical to the GM in terms of damage output, he just lacks the re-roll aura. Psychic Locus is a fantastic rule, helps extend the threat range of Smite massively in case you accidentally kill everything within 12" (a common problem GK suffer from). Even Purifiers go to 6" Purifying Flame, so if you're some kind of sadist you can technically get use out of them. Great utility HQ. 

Wargear wise, hammer is default choice IMO on all our characters. It just outperforms on a model that hits on a 2+ base. 

Due to TDA nerfs, don't take ranged upgrades. Storm bolter is fine.

Psychic powers, I would take Gate. Repositioning something else or himself is handy, and in my opinion you can't have enough copies of Gate. It's that good. Sanctuary is a close second, simply because going to a 3+ invul is very handy. 

Relic wise, the hammer is pretty obvious (save yourself the upgrade cost of taking a normal hammer). Cuirass is cool, but probably better on a Librarian who will be risking more Perils wounds. Personally I feel like you shouldn't spend too many Command Points on relics anyway, Stratagems are usually better and more flexible.

 

Librarian:

 

To be honest Voldus is a better choice, but I dislike using named characters in my lists, so I feel like you can still get mileage out of the Libby. Warding stave should probably stay on him, so you can go to a 3+ invul with 'Sanctuary' if need be.

Psychic powers wise, I like Vortex and Gate on him. Because he can throw out both in one turn, you can land in a good spot to cast it, or teleport something else into a better spot then blast the enemy with D3 Mortal Wounds. 

Relic-wise, I like Cuirass on him. He's the least durable out of the TDA heroes, and because he will be casting more powers, Perils wounds are a concern. It's not 100% required, just has nice synergy (same as last edition). 

I'm still on the fence about the Libby, Voldus just has a lot more to offer in a HQ slot and is marginally more expensive. 

 

Brotherhood Champion:

 

He's still cheap and does assassination well, just lacks mobility. You could 'Gate' or Raven him into position, but I still feel a personal teleporter would have worked wonders for him. I think the problem with him is that not only is his 'swing again after dying' ability now a Stratagem, but for murdering enemy heroes and tanking damage, the Grandmaster DK has him beat. You can do amusing things with him as Warlord, remembering though that he's very likely to die. A bit in the same vein as the Apothecary, I view the Champ as a 'fun' choice. By no means bad if you can deliver him into melee, he just doesn't do much for the army and a lot of his strengths are replicated elsewhere now. 

 

Tech-Marine:

 

Can repair your Grandmaster DK, and Venerable Dreads. It's just that D3 heal once per turn is really weak. Not worth IMO. Also he's still about 50 points too expensive. 

 

Chaplain:

 

Okay so as cool as this is (full circle, we Ben Counter now), why? Grandmaster's re-roll ALL 1's to hit, and given that the Shooting phase is nine tenths of the game, its just not needed. Maximum style points though, and I will be converting a twin lightning claw Chappy soon. They better FAQ him to have nemesis weapons, he has no other options besides one Sanctic power.

 

Elites:

 

Apothecary:

 

Yeah, like the Tech-Marine, you can but he's kinda meh. D3 healing, or one guy back from the grave, isn't worth the asking price. Can't heal Grandmaster DK btw, before you think of comboing. 

 

Paladins:

 

They don't die easily, and hit like a Dreadsock to the knee. Use 'Honour the Chapter' on them, watch your opponents soul leave his body with how hard you just stomped his unit. Paladins are illegal against Daemon players FYI. Emotional pain that intense isn't meant to be felt by humans. 

Weapon wise, you can just stick with swords, hammer on Paragon of course. If you want to be truly cruel, you can take falchions for free. 

When people think Terminators are OP in 8th, they really mean Paladins. Deathwing Knights WISH they were as cool. CSM players (sorry I mean Cultist Astartes players :^) ) weep thinking of comparisons. 

Psychic power wise, 'Sanctuary' is hilarious but you can get that from other units. 'Gate' is the safe option, being a melee beatstick on foot means you'll want to be able to reposition even if you're the last unit left alive. Get 'Hammerhand' from a friendly Strike squad to cheerleader you. 

 

Brotherhood/Paladin Ancient: 

 

They're really the same unit, Paladin version just pays to be a bit stabbier, have a special weapon option (which is pointless because >no Relentless allowed) and an extra wound. 

The Purifier Banner is amusing, not totally sold on wasting Command Points getting it though. Default banner gets the job done, +1LD and +1A is great. Hang out with Paladins, ideally try and charge first to tank Overwatch and keep in banner range (charge lane blocking sucks and overruns can leave him way out of position). 

Psychic power wise, 'Gate' as always. Positioning is key, and if your initial friends leave you behind/die horribly, landing near some new fiends is better.

 

Doomglaive Dreadnought:

 

Pretty spicy, basically if you want a melee Dread you take this guy. He fits in a Raven, can take 'Gate' to get himself charges, and comes stock with heavy psycannon and a S9 greatsword (the aformentioned Doomglaive). Not overly cheap, but not overly expensive. I like him if you can deliver him, otherwise Grandmaster DK kinda wants the points instead. 

 

Venerable Dreadnought: 

 

You could take the less accurate regular Dread, but why? Hitting on 2's at range syncs up nicely with the Grandmaster aura (also that 'Heed Wisdom' Strategem in case you have brain problems and didn't bring a re-roll aura that doesn't cost Command Points). 

Loadout wise, I like twin lascannon and missile launcher. Twin-autocannon has been FAQ'd to still be in, but personally I like the missile launcher for spiking on damage rolls. 

You also get a Sanctic power now plus Smite, which is great. Astral Aim is amusing, wouldn't bother with anything else because it's fire support and doesn't want to move.

 

Servitors: 

 

You should take these if you bring the Tech-Marine, because they actually hit like Guardsmen with him around. Double plasma cannon is nice, probably the only build worth bothering with. Cheap plasma, can't say no to that. 

 

Purifiers: 

 

'Hey the Grey Knight players keep saying Purifying Flame has no synergy with their army and is functionally useless'

'I still haven't forgiven them for what they did to my Tyranids using drop pods in 7th'

'Point out on the doll where the bad man touched your meta'

 

Seriously though. What is going on? You can charge further than the entire threat range of this unit's signature ability. Even GRENADES have more range. It's still a random D6 for damage, and one cast per squad. They're completely overpriced, slow and don't sync up with the rest of our list.

 

Troops:

 

Strikes:

 

Amazing, take falchions and kill Terminators on the charge. Also cheapest storm bolters in the army. Fill up your mandatory Troops taxes with them, they're great (but not so great you should spend more points than you must). Also cheapest means to spam Smite. 

Because they can Teleport Strike (and should), take 'Hammerhand'. No one else will be, and yet the army really wants it. Plus if the Strikes have to kill something in melee, its never bad to pop it on them. 

 

Terminators:

 

Paladins are 7pts more per model, and are only 3-strong minimum. 

[golfclap]

 

Fast Attack:

 

Interceptors: 

 

Great unit, fantastic rules, Strikes would be out of a job if we didn't need Command Points so bad. 

Falchions are ideal as with Strikes. 

I like 'Vortex' on them, purely because between Teleport Strike, 12" movement and Shunt, you never need 'Gate'. The most mobile unit in our codex bar none, so having something as devastating as 'Vortex' not wasted on chaff screening units is a good plan. 'Hammerhand' is of course better if you just want to charge into melee with them. 

 

Heavy Support:

 

Land Raiders: Overpriced garbage and unneeded by an army that Teleport Strikes. 

 

Dreadknight:

 

I actually think they're out of a job, now that Grandmasters can be one. Same stuff applies, except you'll want 'Gate' over 'Sanctuary' (as you only get one power), and don't take guns because you only hit like a Guardsmen on the move. Doomglaives edge them out I think. Time will tell.

 

Purgators:

 

The unit hasn't really changed, its a heavy weapon Strike squad that loses Teleport Strike. It's the support stuff around it. 

'Astral Aim' was designed for this unit. Either 'Gate' or waste a Command Point to Teleport Strike them into position, then cast noclip.jar

'Psychic Onslaught' was also pretty much designed for this unit, makes psilencers D3 damage heavy bolter rounds. 

They're still likely to die after one barrage, but for ~115 points for the unit of Justicar+four psilencers (don't take psycannon on infantry its still terribad), they're very cost effective fire support.

 

Planes:

 

I actually need more game time with them to be honest. Suffice to say, I think Raven edges both out because it can transport stuff like Doomglaives or Paladins into enemy lines, and its still a beast of a gunship at the same time. The Talon and Hawk start out cheaper, but once you take the decent weapons (ie not specialised anti-Flyer) on them, they quickly add up. 

 

I'll do a more in depth look at Strategems to wrap this up, once I get more game time. I mentioned a few above though. 

 

Cheers, comments and criticisms like normal. Will edit with feedback and any future FAQ changes (please free Purifiers from their meta cage, they're surely atoned by now). 

Edited by Reclusiarch Darius
forgot Apothecary
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As for the chappy.

 

Different focus.

 

GM is reroll all 1's.

 

Chappy is reroll all fails in CC. Use with WS 3+ units to get rerolls on 1's and 2's.

 

Still wonky when used with hammers as rerolls happen before modifiers.

 

Interceptors.

 

Might also want to mention they've lost jump packs.

 

So can bite ride in razorbacks and fully fit into ravens.

 

Purifiers.

 

Might want to mention they also lost 1A...

 

Terminators.

 

The best troop unit in the game also has one lower ld than every other tda unit.

 

Reason, they're troop slot.

 

Yeah.

Edited by Gentlemanloser
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One correction, RD - you have to take a regular Hammer (and pay the points for it) on a Character before you can give him the Relic Hammer.

 

Also, I disagree with your assessment of the Apothecary.  I've played with one in every game so far, and consider him to be mandatory for my double-Paladin squad list.  He is amazing.  He fights in close combat as well as any Space Marine Hero, but makes nearby Paladins (and other Characters) practically invulnerable.  It makes your opponent weep when they concentrate enough firepower/attacks to finally bring down one of your Paladins, and you just bring him back in your following turn.  Also, since he can heal himself, he is an amazing tank against regular shooting  and attacks.

 

Otherwise, good stuff.  

 

V

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