Alongside their dark counterparts the Thousand Sons, Grey Knights are about to get a new, upgraded codex, and Games Workshop have kindly sent us a review copy so we can give you a prognostication of the future. This is appallingly devastating to any sort of elite or high value target, and extremely good in combination with, also returns, and sadly theyve finally put a sword through the heart of the OG source of bullshit invulnerable save combos. 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. is now more strictly upside, so this can be a nice additional bump for picking this Brotherhood. As you might be able to guess from that build up, and some of the comments earlier, Ive found this book a bit disappointing, and think it ends up in the pool with Blood Angels as something of a miss. vehicles to protect you probably dont need this. Angron. To be brutally honest, you kind of wish they didnt. If they are then it is, of course, outrageous. Each one unlocks a stratagem and warlord trait, pretty standard for a subfaction, but in place of a relic each BROTHERHOOD PSYKER unit gains access to a subfaction-specific Psychic Power in addition to any others they know. Hes slightly cheaper, keeps his same melee profile (i.e. For a two point premium over Strike Marines, you get the same great baseline, but with a 12 move that essentially has FLY, as their power for sneaky shooting shenanigans, and the TELEPORTER keyword that unlocks various strats. A Noble Death (20pts) essentially gives the bearer the ability to activate the Unyielding Anvil warlord trait (ObSec aura for CORE and CHARACTER, already ObSec counts twice) in your Command Phase, lasting until the start of the next Command phase. Every little helps, but its still not reliable; one of the dice needs to be a 6 for it to change anything, after all. Finally, you get an extra wound and inch of movement at full health. Such is their power and psychic mastery that the Sons of Titan can turn the fickle eddies of the warp itself against the very creatures it nourishes. Kaldor Draigo kicks ass, and you want to take him a, . It is now locked to only targeting Psykers, so no more teleporting a Land Raider, but gains 6 of extra range for a massive 18 reach, making it extremely flexible. Thats a hell of a package, and one has to imagine that the reason some of the more potent tricks have been filed off the edges of this book is because the designers kept looking back at this datasheet nervously. 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). These are defined in the codex for claritys sake, though its pretty obvious which are which. Grey Knights have lots of abilities that key off either Nemesis weapons (most of their melee options) or Psi weapons (their two special ranged weapons and the upgraded versions on Dreadknights). Makes a Rhino with a couple of Purifier MSUs in it a pretty fun mortal bus. as it works on ranged attacks too most Daemon hordes do, like massed bolter fire with RR1s attached. Alongside him, we're taking a fully decked out Grand Master in Nemesis Dreadknight. : boosts the range of Psi weapons and allows Nemesis weapons to score mortal wounds on an unmodified 6 to wound. 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. They dont get Shock Assault, but the extra attack has been built into their statlines so theyre overall better off. Knowing two of these was vital to how Grey Knight Chaplains were used in 8th, and only getting to know one makes them quite hard to justify. Warlord: Unyielding Anvil, Exemplar of the Silvered Host First to the Fray to one that was active earlier in the battle). Powers: Warp Shaping, Sanctuary, 5 Strike Marines, 3 swords, 1 stave, 1 psycannon 115, 5 Strike Marines, 3 swords, 1 stave, 1 psilencer 110, 5 Interceptors, 4 halberds, 1 stave 120 Welcome back to our spin-off show in the Conclave Podmatic Universe: Voices in the Warp! Because the GM has a Teleporter, if they need to they can both be behind the biggest bit of Obscuring terrain youve got, and then can proceed to the mid-board via the regular one getting Gated and the GM using Teleport Shunt. New rules for upgrading your characters with gifts from the Prognosticars, offering gifts of foresight to swing the battle at key moments. Nonetheless, if you want more Dominus casts these are fine, and bringing the, Basic Strike Marines are fantastic now, and this book probably lives or dies on whether theyre, good that they carry it. The rest are more specialised. Having both the ranged and melee boosts bundled into one reduces the awkwardness of needing to switch between them for different kinds of offence. 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. 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. For what its worth, I do think the Strike and Knight lists should be fun to play, so if youve got an army theres things to work with, and handing out some points cuts in the next Munitorum Field Manual could definitely open up more. Grey Knights end up with a significant amount of their tools just not doing anything too much of the time, and some of that space needed to go on big, splashy effects that are widely applicable. Picking their powers does let them get access to both, , which lets them be very flexible on the table, but theyre. On JamesEdition you can find luxury homes in le . If youve got slightly more points to spend on a melee killer, Castellan Crowe is decent. As ever, for both this book and the Thousand Sons well be bringing you a separate Crusade review next week, so check that out if you want to discover whether your Brother Captain is a bad enough dude to hunt a Bloodthirster. . Top stuff, and likely to see play in most lists. With two known you could either take two of the somewhat situational buffs or one buff and one of the matchup-specific options. Voldus also goes down in cost a bit, but loses quite a bit more than Draigo, to the point where youre probably only taking him if you wanted a Wardmakers Grand Master anyway (which he is a considerable upgrade on). 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. that turn. Essentially, 10pts extra on your Dreadknights is now going to substantially magnify how much of a headache they are to have on the table very much what you want. , and incinerators now have 12 range, so thats another possible angle for using them. For 1CP, you get to swap out one of your secondariesbut you have to do it straight after both players reveal them, at which point theres unlikely to have been much of a change in your incentives from a few seconds before. The three biggest standouts are probably, (20pts) essentially gives the bearer the ability to activate the. Its reasonably costly at 2CP, but opening up +1 to hit for, targeting a specific unit as well as +1 to wound for the vehicles lets you pull off a, of a gank with ranged firepower, especially when you throw. Us, le-de-France. 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. Its general assembly is made up of elected business leaders and acts to represent and defend the interests of businesses with public authorities, as well as taking positions . Theyre also, 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. is a swanky new toy that dispels any ongoing psychic powers and opponent has cast on one of your units, and also makes them immune to further powers, mirroring the Sisters version. Theres a considerable amount of shuffling and consolidation in the Grey Knights stratagem section, and sadly this is the place where the biggest losses will probably be felt from their old set of tricks. Its worth saying that the impact it has on Deep Strike charge maths isnt spectacular by itself, bumping you from a 28% chance to around a 39%. While Grey Knights did get exceptionally better with their Tides (their version of a Chapter Doctrine), it looks like GK lists may be looking similar to their size at the . Purifiers lose an attack as well and Storm Bolters are much improved with Rapid Fire 2 in terms of raw damage. They do get a cast as well, but are notably less useful than pretty much all the other characters in a straight up fight because the crozius arcanum isnt a nemesis weapon and has a less useful statline than those. All of the Grey Knights datasheets have been updated for 9th Edition, some for better and some (probably) for worse this is a definite mixed bag. 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. Theres a lot of change though, especially in the Sanctic powers, which now work quite differently to normal. Some of those were crutches required because the base 8th Codex was such trash, and would have been outrageous with good datasheets, but weve swung too far in the other direction and the book needs some of that galaxy brain energy back. Thats a hell of a package, and one has to imagine that the reason some of the more potent tricks have been filed off the edges of this book is because the designers kept looking back at this datasheet nervously. This gives you a handy aura of +1 to manifest Blessing powers, which includes, . 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. Realistically, Swordbearer Grey Knights might be the best place to run non-Achilles Land Raiders and Stormravens. Grey Knights still only have one Fast Attack option, but its a good one Interceptors are very strong. the regular flavour, which means you can still load him into a detachment alongside a Dreadknight. (ObSec aura for CORE and CHARACTER, already ObSec counts twice) in your Command Phase, lasting until the start of the next Command phase. 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. can help you out in a turn where youre planning to make a lot of charges or badly need to seize some objectives. Still great. Grey Knights have two standout assets Strike Squads and Nemesis Dreadknights. Not exciting, but plausibly useful. 1d4chan.net is a back up made by someone (not sure who) in response of 1d4chan.org being down in that time. In addition, theyre pretty niche and the Chaplains now only know one (in addition. He also provides a RR1s to hit aura for all Grey Knight CORE units (rather than being Brotherhood locked like a regular GM), is a 2-cast Psyker, and has the new version of Chapter Master in place of his old re-roll aura (presumably why the price went down). Codex: Space Marines (Enhanced Edition) By Games Workshop Release Date: 2019-08-17 Genre: Crafts & Hobbies Size: 458. . , which is still mostly the same, allowing a unit to be redeployed. Rounding things out, you get two thematic options in Daemon Slayer and Psychic Epitome. The really juicy stuff here is the stratagem and trait, though. There seems to have been a fundamental disconnect in how these are priced presumably the cost of regular Terminators was taken as a starting point and then a premium was added on for the psychic ability (they also get. These are defined in the codex for claritys sake, though its pretty obvious which are which. 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. There seems to have been a fundamental disconnect in how these are priced presumably the cost of regular Terminators was taken as a starting point and then a premium was added on for the psychic ability (they also get Hammerhand). Still great. Top stuff, and likely to see play in most lists. If youd prefer to spend about 100pts on an offensive force multiplier instead, the Brotherhood Ancient brings a fancy flag that grants +1A to CORE in an aura, and in an army where almost everyone is carrying a cool sword, thats pretty good. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful. Firstly, a lot of the wilder combos unlocked by Ritual of the Damned are just gone. 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 forPurifying Ritual. 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. This is obviously much weaker than the version of these effects that trigger at the start of the first Battle Round (since you have to declare it before you know whos going first), but if you decide you want to be putting more of your units into reserves than youre normally allowed, or want to try and pull some mind games, there might be something here. New and exciting is Empyric Amplification (WC7), which is your power for absolutely dunking someone you dont like. Both neat in the right matchup, but therein lies the problem a lot of stuff here is narrow. other stuff too. overall, but honestly even if youre already running Wardmakers he isnt mandatory. Its now +1 to Advance and Charge rolls for the Warlord, and if theyre in Engagement Range of an enemy unit any of your, units that charge that unit also get +1. Warp Shaping (WC4) still changes Tides, now with a rider that you cant switch back to a Tide thats already been used. The three biggest standouts are probably A Noble Death out of the Visions list, and Servant of the Throne plus the Gem of Inoktu from the Artefacts. The, returns in a re-vamped form to protect you from Perils its now just a flat 9 aura of do not suffer Perils. Combining this with Hammerhand for wound re-rolls on a big unit is going to make a hideous mess of almost anything, so if youve got large units rocking in, and need something absolutely flattened, you can do worse. The Aegis is the replacement for the old Brotherhood of Psykers rule, and gives all Grey Knights Psykers +1 to their Deny the Witch attempts (which returns from 8th) and all units a 5+ ignore wounds against mortal wounds, replacing the old +1 to cast. I do also find it amusing that a Stormraven Gunship looks genuinely close to valid in this army. psychic power and a free fight on death. If youre pure, you want someone to cast this. 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. Rounding things out, you get two thematic options in, does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. Sadly, this one ends up falling a bit flat Smite isnt a Witchfire power, and theres a specific, that stops the splash damage interacting with this (. If they are then it is, of course, outrageous. Purifiers and Paladins also get a shakeup. You want to hit hard, hit fast and leave no witnesses. Tide of Shadows 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. By contrast, Thousand Sons get +1 to cast and a 5+ Invulnerable save added to a lot of their units. Sadly. AJ1 Joe 1 High Top casual board shoes. returns with the same theme but a new effect. Neat stuff. 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. 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+. 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. 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. There look to be some extremely real soup detachment options in this book, and while you should ensure your army can maximise Tides if youre running Grey Knights solo, dont feel too discouraged from wider experimentation either. I do also find it amusing that a Stormraven Gunship looks genuinely close to valid in this army. 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. Techmarines do all the stuff youd expect around awakening machine spirits (for +1 to hit) and repairing vehicles, get a cast as well, and are dirt cheap. If bigger Daemons are your prey you might still want Convergence up for the mortal wounds. 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. 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 Being able to have lots of Strike Marines on full wound re-rolls is a very nice compensation though. Losing the old version of Astral Aim is another big sting to the army, as it shuts down quite a number of nonsense combos. 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