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Howdy ya'll! I know it's been a second since I last wrote about my battlefield findings fielding the Grey Knights, but I finally have enough to talk about - the point adjustments! I try to talk about these things from a position of personal experience, and now that I have that, I want to share my thoughts on these units, which ones are the big winners, and which may not be worth the time. Let's get into it!
Big Winners - They were good before, and they just got better.
Kaldor Draigo - This dude was already really solid at 155 points purely for One With the Warp, but now that he's 125, I will never not take him. I play him from deep strike every game since that's the only condition from which he can use OWTW, but that's okay - it's his biggest draw. A reliable deep strike charge gives you a lot of opportunity to score when you need to aggress onto an objective or into a target. It's perf, we love Draigo. He got a minor contextual nerf to his 4 FNP into mortal wounds, however, since Devastating Wounds was overhauled. That ability will now rarely come up. This is probably why he got a point cut.
Strike Squads - These were auto-take before, but now they're even cheaper! They're not particularly impressive in combat, but sticky objectives and OC2 is a big sell for them. You can use them to Prognosticate onto objectives for easy steals, and you care les about them dying because they're only 125 points. They're sick, and every list needs 1-2 units of these. Don't use more, however, since you get diminishing returns on sticky objectives after 2 units.
Purifiers Castellan Crowe - I put these two units together because they should always be together. And they're worth it! It's a ton of wounds on a 2 armor save with an insane amount of anti-infantry dakka. I was initially interested in taking them, and they did well for me, but now they're just even better at a lower price. It's 335 points for a unit that will delete its own points in shooting alone in any game where there's infantry. Having that kind of specialization and reliability is a big deal for us, and after running them for a bit, I can't recommend them more.
Brotherhood Terminators - These were already a backbone to our lists, and that's still the case at a lower price. Take tons of these - you can't go wrong with 15-25 terminators in a list. The Narthecium in particular makes them extremely annoying for opponents to deal with. Adding 3OC onto a point before you do your scoring can be huge. It can also add 3.5" inches to your "movement". They're just awesome. They've never let me down (except in combat, but that's basically an army rule at this point lol).
Brotherhood Librarian - If you've run these, you know why they're good. Mortal wound protection is rare, and Vortex of Doom bypasses Lone Operative, which by itself can be a big deal. It makes scoring Assassinate far easier, and give you options into jank stuff like Vanguard Onslaught lictor spam shenanigans. I run 2 in my lists personally - I don't think you can overdo these guys.
Up-and-Comers - They were okay before, but are probably competitive now.
Interceptors - These dudes are at the top of this list. They already had some play before, but now that they're cheaper, I'm really into the idea of taking a squad or two of these. Their "shoot and scoot" ability can be used after deep striking, which basically means you can do a Walmart brand Prognosticated Arrival onto an objective for 0CP. You can drop 1CP to make them auto-advance 18" and then complete an action, or you can clear 24" of movement for something like Behind Enemy Lines or Engage on All Fronts. They're really maneuverable all around, and that's a core tenant for scoring for us. I definitely think you can get great value out of 1-2 squads of these in a list.
Paladins - I contemplated putting Paladins in the previous tier, but they honestly haven't won me over just yet. The -1 to be wounded is a big deal for survivability, and 2 WS and extra special weapons is nice... but compared to Lethal Hits, 2OC, and the Narthecium, I just don't think it quite balances out. I do feel that my Terminators do more than my Paladins. That said, it's close enough that I think Paladins can be just as competitive as Terminators though, and they more or less accomplish the same thing. At a substantial points drop, I do think they're really solid. It's fine if you disagree on this one - let me hear about it in the comments. :)
Sleepers - These were skipped before, but may be playable.
Brother Captain - The most practical application for this guy is with 10 Paladins with Psycannons for all the extra dakka, but I really hate this build. I don't feel like Psycannons help the army enough to be worth the points, especially when you could be taking Draigo, or Librarians instead. I think the Grand Master taking a hit makes BroCaps more appealing, but I'm on the fence as to whether or not they're worth it over a Librarian or something else altogether.
Chaplain - Wounding T7 stuff is our biggest weakness, so giving ourselves 1 to wound is a good way to help that. I don't think Chaplains are game changing per se, but with Grand Masters taking a hefty bonk, I think you could see them in play more often. The 1 to wound is big, but their battleshock ability is lame. The fact that they're 75 points can free up 25 points by downgrading another character, and that maybe opens up other unit options. Give him a try, see how you like him.
Grand Master Dreadknight - Dropping to 200 points is a BIG reduction, but I still think they have major issues. Their CP reduction rule is entirely useless at this point, but their ability to reroll everything into monsters and vehicles isn't bad. If you plan to ingress them into something, it's not a bad way to use them. I'm just personally still not sold. I considered tossing them into the tier below for that reason, but I do recognize that you can be competitive with a GMNDK in your list and make it work.
Samesies - These units haven't really moved from where they were. Or maybe they're worse? Or just cheaper?
The good news with all of these is that they're now cheaper. They have most of the same strengths/weaknesses that they had previously, but you can run them cheaper. So... decide if that's the right tradeoff for you!
Grand Master - Funnily enough, I think the GM is actually worse now than he was before the adjustments, and that's primarily because his free strat got gimped to Radiant Strike only. Don't get me wrong, that's sometimes great, but... a second mists, a second truesilver, or a free Halo were faaaaar better. His points dropped a fair amount, and he's a good mule for the Sigil of Exigence, so all of that is great. The BIG deal with this guy now is the ability to ignore modifiers. Our biggest weakness is into anything that reduces damage or reduces our wound rolls, so ignoring both of those can be huge. I'm still a fan, I still use this guy, but I do see some weaknesses with him that he didn't have before. For that reason alone, I see more arguments for Chaplains or Bro Caps if you're capped on your other better characters (Draigo, Librarians, etc.)
Land Raiders (Any Variant) - These are now pointed to a place where you can allow yourself one or two in a list and not murder your chances of winning. The Redeemer dropped the most (30 points, iirc), which puts it in a good spot. It used to be a clear loser to the Banisher, but now it looks to be a solid choice instead at only 5 points. I like them, I've found success with them, but lots of people build to kill big things so just be aware that you might be opening up a new weakness. I do think their big drawback is that you pay Space Marine points for Land Raiders that don't get Space Marine rules, ya know? We can't use our army or detachment rules on our Land Raiders, so we pay that premium but miss out on those benefits. Overall, I think you can run them competitively (I've had good success), but they're a little jank.
Purgation Squads - Their indirect isn't good enough to merit trading away other units and their abilities for it, in my opinion. Incinerators have a short range, Psycannons suffer heavily from indirect, and Psilencers are just bad. Spend the points on Interceptors instead.
Nemesis Dreadknight - I still think 185 points is too many for how woefully unreliable this unit is. The shooting is unimpressive, combat is maddeningly swingy, and they're clunky to use for our typical board control/scoring hijinks. They just don't fit with the current way GK are played and are a liability into anyone who is teched to kill vehicles. At lower points you might start taking them as a "shock troop" role, and use it for Tank Shock, but at this point, it's still a no-go for me.
Grand Master Voldus - He hasn't changed except for the points drop. I'm not super enamored with his performance in my lists, but since the GM is worse now, I think you could pick him up more often. Voldus is more or less the same that he was though, just cheaper.
Servitors - These guys didn't get a point drop, but in case you're considering them because Exaction Squads went up in points - don't. Go with Henchmen instead, they're amazing at 40 points.
Techmarines - These guys will come out of retirement when our vehicles climb out of being merely "okay".
Brotherhood Champion - The same, but cheaper. They don't make Strikes good for combat, they just make them more expensive. I don't foresee these being integral to competitive play.
Stern - Same but cheaper.
Razorback/Rhino - Same but cheaper. Razorback in particular will see more play when our guns get better.
Example Competitive Grey Knights List
This is what I'm rocking lately, and I'm really loving it:
CHARACTER
Brotherhood Librarian (100 points)
• 1x Combi-weapon
Brotherhood Librarian (100 points)
• 1x Combi-weapon
Castellan Crowe (75 points)
Grand Master (125 points)
• 1x Incinerator
• Enhancement: Sigil of Exigence
Kaldor Draigo (125 points)
• Warlord
BATTLELINE
Brotherhood Terminator Squad (210 points)
• 1x Incinerator
• 1x Narthecium
• 1x Ancient’s Banner
Brotherhood Terminator Squad (210 points)
• 1x Incinerator
• 1x Narthecium
• 1x Ancient’s Banner
Brotherhood Terminator Squad (210 points)
• 1x Incinerator
• 1x Narthecium
• 1x Ancient’s Banner
Brotherhood Terminator Squad (210 points)
• 1x Incinerator
• 1x Narthecium
• 1x Ancient’s Banner
Brotherhood Terminator Squad (210 points)
• 1x Incinerator
• 1x Narthecium
• 1x Ancient’s Banner
Strike Squad (125 points)
OTHER DATASHEETS
10x Purifier Squad (260 points)
• 4x Incinerator
ALLIED UNITS
Inquisitorial Henchmen (40 points)
• 1x Plasma Pistol
This army is really hard for people to table. Tons of bodies with 2 armor, and tons of units to be flexible with. It scores well, sticks around, and can bully people off of objectives pretty easily.
An alternative build could drop the 5th terminator squad that wouldn't have a character with it, downgrade the GM to a Chaplain (keep Sigil), and then add two Interceptor squads. I think that would give even greater flexibility without reducing overall board presence and durability. The 5th terminator squad would be without a character anyways, so we aren't losing character synergy by trading them out for Interceptors.
Recap
I think that just about covers everything that got point adjustments. It definitely helped my lists - My original list came down about 300 points, and it opened up possibilities to take things like Purifiers and Interceptors with greater reliability.
But is it all enough? Preliminary results are still showing Grey Knights on the back foot, but many opponents struggle into a well tuned Grey Knight list piloted by a practiced player.
I would have liked to see a few rules tweaks instead of only point drops, but I'm happy with what we got regardless!
Let me know your thoughts in the comments - especially if you disagree! There are likely things I've missed or not noticed with the new changes.
The Emperor Protects!
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