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Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

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The Grey Knights are the legendary Chapter 666. Although nominally a Chapter of the Astartes, they are in the Chamber Militant of the Inquisition. Once inducted, their harsh training regime is without equal. In battle, they move as an army of silver ghosts. Surrounded by awe, and equipped to the teeth to deal with the worst foes Chaos raises against them. Brotherhood of Psykers Detachment: A GREY KNIGHTS Detachment in which every unit (excluding AGENT OF THE IMPERIUM, UNALIGNED and HONOURED KNIGHT units) is drawn from the same brotherhood. Maximum number of models: A unit contains the maximum number of models if it includes every model it possibly can, as described on its datasheet.

The Grey Knights are as varied as any of the Imperium's Space Marine Chapters and include in their numbers specialised warriors to deal with the myriad of combat situations. Many of these, such as Techmarines and Librarians, are organised and trained in much the same way as they would be in other Chapters, following the ancient guidelines and traditions laid out in the Codex Astartes. The Grey Knights Strike Squad can be built as an Interceptor Squad, a Purifier Squad or a Purgation Squad – though the latter is apparently illegal in Boarding Actions, according to GW themselves. Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one EXACTORS unit from your army that is not within Engagement Range of any enemy units. Until the end of the phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. Purifying Flame (WC 5) (W)- As the name suggests, PURIFIERS can use this to unleash a half range Smite that always does 3 Mortal Wounds, or D3+3 on an 11+. A potent close range damage dealer, though dependent on being up close, which is where they want to be, but useless from Deep Strikes unless you’re using Powerful Adept to bump the range. Smite on your way in, then unleash this as the gap closes.

Prescient Brethren

Army composition exists to support the idea of "I want to win, badly." If you like Terminators and Paladins and named Characters I'm not saying you can't win with them, I'm saying it's going to be a lot harder.

Domina Liber Daemonica*- DAEMONS cannot arrive from Reinforcements within 12” of the bearer, and are also -1 to Combat Attrition whilst within 6”. It’s obviously amazing against DAEMONS , but useless otherwise, so leave it at home.The selected unit will be used in several missions over the course of your character’s crusade, and its Crusade points total is treated as 0. Each time the NEMESIS HUNTER gains any experience points, the NEMESIS unit gains the same number of experience points. Each time the NEMESIS unit gains a rank, select a Battle Honour (or request that your opponent select one) for it as normal and record it on its Crusade card. My psilencer models are typically grouped together in a purgation squad that i gate/deep strike in turn one to some position in complete hiding from the enemy. From this sneaky position they shoot 24 shots from their silencers, buffed by astral aim to negate cover and LOS requirements, and with the psychic onslaught strategem this can be very brutal. These guys are often forgotten by the enemy whi will be busy dealing with deep striking dreadknights, teleporting land raiders and all the other good stuff that are stepping on their toes.

If you're trying to win and not just throw together a "whatever" list to play against your buddies then any list creation must begin with one core idea in mind: maximize strengths and minimize weaknesses. Our strength is mobility, our weakness is anti-tank or high toughness models. What we want to do is maximize how many proverbial swings we get at the things we excel at and minimize how many times per game we have to do something we're crappy at. prefer greater mobility and a lighter touch than the sledgehammer of a Terminator assault. [3] Images Another 10 man unit of strike squads is deep striking to deliver 40 shots of storm bolter fire, with or without the psybolt ammo. Kaldor Draigo supervise this with his reroll to hit buff and it is rare that there are any targets left to charge within 9-10 inch range when the dust settles. Astral aim can be useful if you want to keep these alive, but it is rare that you get the chance to both hide completely from the enemy and be within 12″ range to activate the rapid fire storm bolters. Each of these warriors is of such purity that, once gathered together and focusing their powers, there are few malevolent entities that can overwhelm them.While this unit contains between 5 and 9 models, add 1 to Deny the Witch tests taken for this unit. While this unit contains 10 or more models, add 2 to Deny the Witch tests taken for this unit.Tide of Escalation- Let’s your Brotherhood Powers operate like Smites, letting you cast them multiple times with a +1 to the WC each time. Some of the Brotherhood powers are strong so having multiple units able to use and benefit from them can be powerful indeed, but this is quite niche and dependent on the Brotherhood you’re running. Good if you can have this active prior to the Psychic Phase, cast the powers, then shift to something else to get other benefits. What about Dreadnoughts and transports for the army? That’s kind of up to you and what you want to do. In the more competitive lists you don’t really see them as much. Which is why we’re including them at the bottom. They are pretty low priority. Never fish for 5+ to Wound. Statistically you cut your lethality by half. If it isn't T4 or lower, I'm not shooting it with Storm bolters. If it isn't T6 or lower, I'm not charging it. If you do, consider that fight lost, your unit destroyed, and table control given to the opponent. Then make a post about "how bad GK are" on Facebook and Reddit.

Armoured Resilience* (WC 6) (B)- Make your DREADNOUGHTS a bit tougher by adding +1 to Armour Saves. A decent enough boost, granting them at least a 5 or 6+ Sv against the common AP anti tank weapons. Won’t help them too much in the long run, though useful to discourage lighter firepower trying to get chip damage through. In this part, we’ll examine how the Grey Knights might be played in Boarding Actions. Here are their points values, including the buildable variants (though do note I have omitted the Purgation Squad, as they cannot be played in Boarding Actions). Please note: these miniatures can also be assembled as a Grey Knight Interceptor Squad, a Grey Knight Purifier Squad or a Grey Knight Purgation Squad.These warriors act as a psychic lodestone for their brethren, boosting their abilities and anchoring the battle line.While a friendly < BROTHERHOOD> CORE unit is within 6" of this unit, each time that unit successfully manifests the Smite psychic power, you can re-roll the dice to determine the number of mortal wounds inflicted. If your army is Battle-forged and includes any GREY KNIGHTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the GREY KNIGHTS CHARACTER models in your army by giving them either a Vision of the Augurium or a Gift of the Prescient, chosen from those presented here. Each time you do so, that CHARACTER model’s Power Rating is increased by the amount shown in the relevant table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown on the same table. Make a note on your army roster each time you give a CHARACTER mode) one of these upgrades.

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