New to B&C - Not new to 40k
I was surfing a few pages of GK forum, couldn't find much in the way of discussions about tactics for GK's. SO! This being a forum and all, I thought I'd humbly share my opinion. Because this is the internet and that means, I have to have an opinion.
Maybe I'm jumping the gun, and next week a 9th ed. Grey Knights codex drops. But for the foreseeable future, with the latest round of FAQs I think we can comfortably settle into a groove with what we currently have.
So, lets get to it. Enough beating around the bush. What follows will be a short summary of each of our currently available units from the Grey Knights Codex, taking into consideration PA: Ritual of the Damned and the current FAQ, following the release of the Space Marine Codex, which changed a few of our options.
+ HQ +
Lord Kaldor Draigo [10 PL, 190pts]
No better place to start then the Supreme Grandmaster himself, for 190pts Draigo is a fantastic HQ choice. His 5” termie movement isn’t great, but the fact he can be setup in the teleporter is great. It threatens your opponent with that option of teleporting him into your weak gunline or unscreened heavy hitting gun platform.
He knows 2 extra psychic powers, can deny 2 and cast 2. Which is awesome, he’s a great supporting character to deep strike with a unit of termies or paladins and apply buffs. Or give him gate of Infinity to zip around the battlefield at will. His Titansword at str 8 -4ap 3wounds is killing things with lethal proficiency. He took a slight nerf with the new storm shield rules, but in strike force scale matches, I think he will still see a fair amount of board time with his aura still working the way it does.
It sucks for fluff purposes taking him and not making him your warlord because of his crappy warlord trait. And I personally won’t be taking him in smaller incursion games as much anymore. But never-the-less a viable option all round.
Grand Master Voldus [8 PL, 160pts]
What a guy! With a slight nerf to Draigo’s shield, and the eventuality of our aura’s changing I see Voldus’ stock rising dramatically. I’m loving the way the new 9th edition of 40k plays. So, I’m always looking for efficiency, threats, board control and bang for your buck. In my most humble opinion, Voldus is the guy! With Grey Knights, everyone must do work, everyone must pull their weight, and Voldus does this. He can teleport in with a unit to support. Take him as your warlord and you can learn 4… 4 psychic powers, cast 3! Deny 3… what a beast. He’s 30pts cheaper than Draigo, same Invul save. Both must either cast sanc on themselves or use a stratagem for that 3++ save. His hammer is nasty with no minuses to hit and his aura is still great. He’s my warlord for games of Incursion and greater. Voldus gets my vote for next Supreme Grandmaster.
Castellan Crowe [5 PL, 85pts]
Ugh, where to begin. I personally don’t think he’s been any good since 5th edition and even then, Draigo making paladins troops always won out. He currently doesn’t have the teleport strike rule. You must pay to put him in reserve. He’s got a crappy weapon that hits like a wet noodle and he takes up a coveted HQ slot. His smite is shorter range then normal and doesn’t offer anything else of value that other HQ’s don’t. I personally don’t take him, and neither should you.
Brother-Captain Stern [6 PL, 110pts]
He’s got cool lore… I guess, but that’s about it. I always look at him and think, I could do better.
Aside from the psychic Locus aura that even generic Brother Captains get, he really offers nothing unique that other HQ’s cant offer. Like Crowe, he hasn’t been good for awhile now, his smite is shorter and he’s locked to a Nemesis force Sword. You can do better.
That's the named characters done. Now for the generic HQ's.
Grand Master [8 PL, 138pts]
Decent option if you are starved on points. I’d drop one model from a unit and try to upgrade this guy to Grand Master Voldus every time though. Like many of the options in the GK HQ selection, I look at them and think… I can do better. It’s sad but the Generic options are usually a tad over costed, compared to their named counter parts in my opinion.
Grand Master in Nemesis Dreadknight [11 PL, 185pts]
Ah… the MVP of 8th edition. In my opinion still viable. In larger games of strike force sure, kit him out with the bag of tricks and in doing so, paint a HUGE red target that screams SHOOT ME! Fully kitted out at 250pts he can be a bit of a pts sink. And I usually must invest a lot of CP or psychic powers to protect him.
In 9th edition, I’m trying to move away from that, and really go target saturation. I find when I put all my eggs into one basket, my ad mech and tau friends just remove him from the board in one turn and that ruins my day. In my gaming group we give each other a lot of flak if we tailor a list to who we’re playing. So, taking him out against Tau, and putting him in for other armies is poor form.
Brother-Captain [7 PL, 118pts]
This guy is a winner! If only for psychic locus. 24” smites really help your entire army target enemy units on turn 1. Plus, unlike BC Stern, he’s customisable. In my games, I find him hard to fit into games of Incursion on the smaller board size, and it’s not really needed. But Strike force matches, he’s there for sure. Great force multiplier.
Chaplain [6 PL, 113pts]
What a great addition to the GK’s codex. The litanies are fantastic, and ofcourse, he’s a psyker! What other chapters Chaplain doubles as a librarian? Great cheap supporting character to buff your units. He’s not my go to in incursion games, but an auto-include in strike force games. Even give him a cheeky Augurium Scrolls relic for extra buffs.
Librarian [6 PL, 105pts]
Don’t tell GW, but this guy is super-efficient for his pts cost. I always equip this guy with the Sanctic Shard and some supporting spells to really get the most out of him. Along with Voldus, the librarian is my other HQ choice for smaller games like 1000pts of Incursion. But he’s also there in strike force games too! Make him your Warlord in small games, lore master+sanctic shard, and give him vortex of doom. This guy is lifting. /flex
Brotherhood Champion [5 PL, 93pts]
Ugh…. What were GW thinking…
For starters, he should have been an elite’s choice. Even then, that won’t earn him any table time with me. I wouldn’t even blink if GW removed him from our codex.
Techmarine [5 PL, 75pts]
He’s like the Apothecary, except for vehicles. Cheap, cost effective for what he offers. Stick him in behind a couple of NDK’s and have him support them. He’s a psyker and a decent supporting character. Doesn't have teleport strike, which kinda sucks. In my opinion, should have been an elite’s choice like the Apothecary because he takes up a valuable HQ slot but non the less, he might see play time in larger games.
In short, Draigo, Voldus, generic Brother Captains, Chaplains and Librarians are all viable decently costed HQ's.
The GMNDK is a heavy hitter but paints a target on his back. Good choice though.
The Techmarine is niche and everything else in the HQ options are just ugly. Change my mind....
+ Troops +
Strike Squad [7 PL, 100pts]
I personally love these guys. I fell in love with them with the introduction of grav. (That was one of the worst ideas GW has ever had.) I hope with the new codex these guys get 2 wounds and their weapons a bit of an update. But Obsec and having both stormbolters and awesome CC weapons these guys really punch above their weight. The new terrain rules really help these guys with a bit more survivability. It doesn’t hurt as bad when I take these 20pt models off the table as it does with termies. They also have that crucial Teleport strike rule. With Power Armour! A unit of 10 is only 200pts and because they ARE only in power armour, I keep them cheap. I love 40 shots with storm bolters from my troop’s choice. With a stratagem and some auras, these guys lift heavy. I don’t care who I shoot at, if I’m not making the enemy roll dice, I’ll never kill anything so…
Terminator Squad [11 PL, 190pts]
What other chapter gets to boast that their termies are troops?!? Most people love these guys, they do so much work for our chapter. The unit can get quite expansive though. So with stratagems and some buffs these guys can be so resilient. Grav weapons really did a number on these guys, and our paladins. And since then I’ve been hurt so bad, I think I’m too scared to try these guys again. Looking to the future though, I see myself running a cheap unit of 5 with a HQ in support in my games. I keep these guys cheap; their storm bolters are enough along with their CC weapons. It hurts too much when a guy dies, and I look at its points.
In short, I prefer strikes over termies currently. I keep both options cheap and I think both are viable.
Change my mind...
+ Elites +
Apothecary [5 PL, 80pts]
The fact this guy is no longer a paladin upgrade is awesome! The bang for buck you get with this guy is amazing in my opinion. Keep him cheap, great supporting character to heal your paladins, termies, characters or even your PAGK’s now! I usually equip him with Empyrean Domination as his psychic power and normally use him to cast Psychic Ritual secondary objective. So far, every game he’s earned me 15VP. I’ve also seen people equip him with a hammer and Inner Fire psychic power for a cheap unit of death. Teleporting him to their opponent’s backfield and blowing stuff up. All the while, healing himself in the process. Love this guy, nasty and cost effective. He’s an auto include for me.
Brotherhood Ancient [5 PL, 105pts]
Same price as a librarian and his more senior Paladin Ancient. Why would you ever take him over the Paladin Ancient? Moving on…
Paladin Ancient [6 PL, 105pts]
Takes up an elite slot but a great force multiplier and helps your units stick around when taking leadership and attrition. Really meant for larger scale games. If you have the points. Always take him over the botherhood ancient for better WS. In my opinion, a tad over costed when you compare him to a paladin or a HQ choice and what they offer. But maybe I’m wrong?
Paladin Squad [8 PL, 150pts]
And we’ve arrived.
The meat between two buns, they’re back! In strike force games will you see a 10-man unit? Not sure. But I will personally be taking a few of these, maybe in groups of 5. Love ‘em! 3 wounds, 3 attacks 2 special guns per 5. Gosh they can get expansive as a unit of 10 though! And they really need GoI and successfully making that charge every turn to really get the most out of them. Big units scream shoot me/avoid me. And when they aren’t charging and deleting whole units per turn, you really feel it. But we all take them in the hopes that they come through for us regardless.
Purifier Squad [7 PL, 100pts]
I haven’t used these guys since 5th/6th edition. At least for an elite’s unit they are the same price as my strike squads, but for slot they take up, I’d take paladins any day. Not to mention, they don’t have teleport strike, whereas my regular TROOPS choice does. GW, HELLO?!?! Moving on…
Dreadnought [7 PL, 123pts]
I miss the days of two twin autocannons… But our Dreads are psykers and with the new terrain rules, astral aim just got a whole lot stronger. We lack the Anti vehicle weapons else where in our army, so these guys are it. For 15pts more make the sacrifice and upgrade to the venerable dreadnought for the wound shrug. And when our codex gets updated to dreadnoughts -1wound. I think you’ll see a lot more. I for one am busting mine out of storage and dusting them off. Las cannon, missile launcher and astral aim, can’t beat it.
Venerable Dreadnought [8 PL, 138pts]
Like I said with the dreadnoughts, I see this guy’s stock rising quickly. I see transports coming back, vehicles in general and the new buffs that these guys hopefully receive are going to make them awesome. Providing they stay cost efficient. Only 15pts more than a regular dread with greater resiliency. I want 3 of these bad boys in my 2000pt games.
In short, Apothecaries, Paladins and Ven Dreadnoughts win out for the elite slots.
The paladin ancient I can see a place for larger games but in my opinion the paladins don't need him.
The rest, I wouldn't bat an eyelid for. Change my mind...
+ Fast Attack +
Interceptor Squad [7 PL, 115pts]
15pts extra and you’re telling me I get 12” movement and I can teleport across the map once per game? Where do I sign up? 9th edition I think is going to bring the best out of these guys. Keep them cheap, use them to deny your opponent objectives. In larger point games I will be using these guys!
In short, these guys rock! Change my mind...
+ Heavy Support +
Land Raider [15 PL, 285pts]
Ugh, I’ve personally struggled with land raiders for so long. For vehicles in general. All 3 options have their place in larger games I suppose?? But then again, I’d rather take a Knight and teleport strike my termies. It sucks so bad when this blows up and even kills a model inside, especially if it’s a paladin ☹
I cant say too much on the land raiders at the moment, they’ve been heavily over costed for a few editions now and I haven’t play tested them against my gaming groups hardest armies. In 5th/6th edition I used to take a Crusader to protect my paladins but even then felt super underwhelming.
Land Raider Crusader [15 PL, 285pts]
(Same as above)
Land Raider Redeemer [15 PL, 285pts]
(Same as above)
Nemesis Dreadknight [9 PL, 135pts]
This guy is work horse. I remember the days he used to cost a whopping 275pts! He’s received a few nerfs over the editions regarding the movement and his teleporter. But his cost has come down considerably. And even when equipped with 2 guns and the swords he’s 185pts. Cheaper than a 10man strike squad. When people see him, they shoot at him, and I’m ok with that, means they aren’t killing my power armoured marines. He’s a beat stick. Give him sanc and he absorbs some punishment. I like him. I’ve managed to get great use out of him. He’s a cheaper version of the GMNDK and really the heavy support slots are currently, all his. I use 1 in incursion games and more in strike force games.
Purgation Squad [7 PL, 100pts]
I can see synergy with the tide and some stratagems, but when you do that, I feel you really need to have a lot of the special guns right through your squads, and that gets pricey! 100pts is misleading, because you are only taking them to maximise the special weapons and gosh that escalates quickly. I personally don’t take them. As bang for your buck the NDK just wins out, with the gattling psilencer and psycannon.
In short, the NDK wins out above every other option.
The purgation squad is niche.
The land raiders are over costed. Change my mind...
+ Flyer +
Stormhawk Interceptor [10 PL, 195pts]
Flyers in general are in such a weird place, I remember they burst onto the scene in 6th I think it was and they were scary trying to kill them. Now they are… merely annoyances? Not as resilient as they once were. And considering they are in the GK codex, don’t even get a psychic powers… They don’t even hit that hard anymore either.
Stormraven Gunship [17 PL, 310pts]
The most overpriced piece of junk our codex offers. And compared to the newer looking flyer models. This model looks like a brick sh*t house if you ask me. It used to be cool, not any more.
Stormtalon Gunship [9 PL, 175pts]
Probably the most viable option, I could see myself taking one in a larger point game… perhaps. I’d keep him super cheap though.
No wait… No I wouldn’t take this either.
In short. Flyers suck right now. Change my mind...
+ Dedicated Transport +
Razorback [6 PL, 110pts]
I’m not sure its worth taking these now. If you want gun platforms take the dreadnoughts? If you want transport, take the cheaper rhino? I don’t know?
Rhino [4 PL, 78pts]
I can really see these guys making a comeback to really help with board control and protect strike squads. I can really see myself including one with each strike squad I take in larger point games. I’m seeing a shift in the meta with the way 9th edition plays. I think now, they are a bit over costed but that’s my opinion. I’d still use these.
In short, I think dedicated transports are making a comeback with the new edition.
Rhinos > Razorbacks. Change my mind...
Note: I didn't include any forgeworld options.
This is all my personal opinion taking into account our codex, its points, and my personal gaming meta.
The purpose of this thread is to invite discussion and gather other people opinions and thought on each of the units from our codex.
I've already learned a few handy tips and tricks from watching other Grey Knight players on youtube. And I'm hoping I can either inspire
or be inspired to try new things or see options in a different light.
I look forward to hearing from my brothers of the Halls of Titan.
Edited by Reskin, 15 October 2020 - 10:22 AM.