Saturday, August 30, 2014

7th Edition 40K - New Grey Knight Codex Review - Troops

With only two options and no special characters to talk about this is going to be a pretty short post. Nevertheless I hope you enjoy it...

Strike Squad
Basically these are space marines with mastery level 1, the ability to Deep Strike and all start with an AP3 Force sword. They are 20 points per model and actually for the cost are not that bad. Their problem is that they are not Relentless and so can't utilise the special weapons effectively but more than that they are only 5 points cheaper than Purifiers which are 23 times better plus 7th doesn't care about Troops as much. Also terminators are a better troops choice…

Terminator Squad 
These are only 13 points more per model than Strike Squad models and are twice as durable against small arms fire and infinitely more durable against AP3 or better weapons when not in cover. Plus they have 2 attacks rather than the 1 that Strike Squad guys have and of course they are Relentless so can move and fire the Psilencer and Psycannon to full effect and then assault. It is also worth remembering that Grey Knight terminators carry both frag and krak grenades unlike regular space marine termies and so can still strike at full initiative with their Nemesis weapons when charging through terrain. In fact I would say that their only downside when compared to a Strike Squad is the fact that they cost more and the special weapons also cost more (by 5 points each), but also they can't sweeping advance which is a fairly big deal sometimes, but in no way off sets all the positives.

In conclusion don’t bother with strikes, load up on termies (by that I mean fill your 1 minimum troop selection with a 5 man terminator squad!)

As Matt says, in 7th edition Troops aren't as relevant as they once were. In the Wolves book you'd probably want some of them anyway but here I think there are better units to spend the points on. Of course, this assumes you're using the GK-specific detachment so Objective Secured isn't an issue.

The next post will cover the Elites section of the book and I have a fair idea which unit will shine there!

Thursday, August 28, 2014

7th Edition 40K - New Grey Knight Codex Review - HQ

Today Matt moves onto the HQ section of the codex, as I said in the previous post there aren't tons of options so it's reasonable to cover them all in one post. Once again, please feel free to comment and Matt will try to respond when he can. 

Brother-Captain and Grand Master
In the old codex nobody took a Brother-Captain. They used to be similar stat-wise to a Grand Master but were missing the Grand Strategy special rule which the Grand Masters had. Therefore everyone paid the extra points for a Grand Master. However now Brother-Captains are looking a little more attractive as they only lose one attack and one mastery level when compared to a Grand Master. Don't get me wrong most people will probably pay the extra 35 points mainly to get the extra mastery level, but at 150 points it may be worth taking a Brother-Captain if you are tight on points.

Brother-Captains and Grand Masters I now think are better than they used to be due to the ability to generate powers from many different disciplines, this makes them both like a space marine captain and librarian rolled into one! The only difference is that this space marine captain/librarian can be either S7 I5 or S10 I1 in combat if attached to a squad! I think the difficulty with these units is choosing which psychic discipline to go with. Obvious choices may be either Divination or Santic to boost themselves and the squad they are attached to (Santic also gives the chance of getting the best offensive power in the game too of course – Vortex of Doom). However, Telepathy is also tempting for the chance to get Invisibility, but personally I think it is not worth the gamble as Santic and Divination both give you much better chances of getting decent powers. In fact if the BC or GM is attached to a terminator squad I would go with Santic as the only power that’s not that great for that sort of unit is Purge Soul (and even that isn't horrendous).

Brother-Captain Stern
Again nobody used to take Stern. He had interesting rules but the strength test thing wasn't much use and a regular Grand Master was a much better option. I have a feeling things may change. At first glance he looks like a mastery level 2 Brother-Captain with a few mediocre special rules. The first of which is called 'The Strands of Fate' and is exactly the same as in the old book, basically he gets a re-roll but so does your opponent in his turn, in my opinion only worth using if you are desperate, giving away re-rolls to your opponent is dangerous. The second makes the Banishment power into a 12" nova, good if you are playing Daemons, useless otherwise. So what is good about him then? One thing, he gets the Sanctuary power as standard. This means he can be placed in terminator or paladin units and boost their invulnerable to a 4++, or even better he can be attached to Draigo….

Brotherhood Champion
In the old book these guys were cool and were the cheapest HQ, but again not many people bothered. They didn't do enough and died to easily. That may still be true here, but they have now got 2 wounds which is a massive improvement plus their Perfect Warrior rule got much better. They can now either have Smash, which not only makes them AP2 but also gives them the option of making a single S8 attack that re-rolls armour pen, or they can choose to re-roll all saving throws and with 2+ 4++. That is pretty amazing when it means he can still attack. Sounding like an auto-take right? Well no, the perfect warrior rule can only be used in a challenge and he costs 150 points, don't bother.

Castellan Crowe
Crowe is basically a Brotherhood Champion with better stats (WS8 and +1 initiative and attacks) and mastery level 2 plus he uses both rules from Perfect Warrior in a challenge. People used to take him so that they could unlock Purifiers as troops but he doesn't do this anymore. However, he can now be attached to squads and he is Fearless which is nice. Also as chief purifier he obviously knows the Cleansing Flame power (one of the best powers in Santic). In fact his only real downside is that he insists on carrying around a weird sword whose power he refuses to use, therefore it just counts as a close combat weapon and so is not AP3 and nor is it Force. But because he is in artificer armour and can therefore sweeping advance he may be worth choosing over a Grand Master to bolster a power armour squad. For example, attach him to a Purifier squad for double cleansing flame! (I can't wait - Alex)

Librarian
This is probably going to be the go to HQ in this book. The Librarian has had a massive points reduction from the previous book to bring him in line with space marine librarians. However a Grey Knights librarian can be upgraded to mastery level 3 which gives him a good chance of picking up quite a few of the decent powers in the discipline of your choice, which again should probably be Santic or Divination. However, with mastery level 3, Telepathy may be worth a punt for the gambling types and sometimes Shrouding can be useful depending on what you are facing. He can be given the Domina Liber Daemonica in order to generate another power (but must be from Santic) and also allow all units in 6" to re-roll 1s when manifesting Santic powers, pretty awesome! Also it shouldn't be overlooked that he comes with a warding stave as standard which gives him and his unit Adamantium Will, so that coupled with his mastery level 3 will mean his squad often deny's powers on a 3+. In addition, the Aegis special rule (which all Grey Knights have) allows you to re-roll all 1s when denying the witch, therefore the librarian's squad becomes all but impossible to target with
psychic powers.

Techmarine
Basically the same as an SM Techmarine with a servo harness. Only difference is that he is mastery level 1 and can take force weapons. However it is worth noting that he can still take a conversion beamer. He doesn't take any slots so he can be used as a way to get a Hammerhand caster into a squad.

That's the HQ section sorted. Of course it'll be Troops next which is a particularly short one! I'll stick to the same schedule as the Space Wolves review with a post every other day. I'm certainly finding these an interesting read as I check them over before posting so I'm sure you guys are getting something out of them. With GW taking a short break from 40K at the moment I might even get chance to post something other than codex reviews. Hopefully I'll have some hobby content for you once this review is out of the way.

Tuesday, August 26, 2014

7th Edition 40K - New Grey Knight Codex Review - General Overview

Since I don't play Grey Knights and I'm struggling to find time to blog right now (I'm busy painting Space Wolves) I've enlisted the help of my good friend Matt who's been playing them since they were Daemonhunters and knows the army inside out. He's the guy I team up with for the GW doubles events too. Anyway, the format might be a little different from my reviews but comments are welcome as always and Matt will endeavour to respond when he can. The first post will cover some of the general rules for the new book including the warlord traits and wargear. Over to Matt...

Army Wide Special Rules
The Aegis – all GK non-vehicles units and dreadnoughts have this and it means that if a GK unit is targeted with a psychic power then that unit can re-roll 1s when attempting to deny the witch. Combine this with the fact that every GK unit that has The Aegis is also at least ML1 and you will deny on at least a 5+ re-rolling 1s. This makes it very difficult to target GK units with psychic powers.

Purity of spirit – Just a rule to clarify that all GK units manifest Santic powers with perils only occuring on a double 6.

Warlord Traits

  1. Daemon-Slayer - good for fighting daemons, useless for everything else.
  2. Hammer of Righteousness – Hammer of Wrath isn't that great especially when the unit has a base strength of 4…
  3. Unyielding Anvil – Stubborn is pretty useless, many GK units are or can be made Fearless plus they all have ATSKNF, rubbish warlord trait (and it's the one Stern has).
  4. First to the Fray – excellent trait when used with the correct unit guaranteeing a turn one Deep Strike is great and would be nice to combine with a few other deep strikes using the GK detachment rules (see below).
  5. Perfect Timing – Counter attack – not bad I suppose but not great. Not many units will be charging a GK unit with your warlord in it and if they are then Counter Attack is unlikely to help you…
  6. Lore Master – excellent trait and one that I will be hoping to roll on my librarian so that it can be combined with ML3 and the Domina Liber Daemonica and therefore allows him to know all but one of the Santic powers!

Wargear
Nemesis Force Weapons
All the melee weapons below have the Daemonbane special rule. The Daemonbane rule is much improved in this codex. If you are fighting daemons then it allows the bearer to re-roll all failed to wound and armour pens as long as the Force power has been manifested. This is much better than the old leadership or be removed rule as now no daemons are Eternal Warrior so if they suffer a Force wound they are dead anyway. Therefore having a re-roll to wound gives the average Grey Knight a very good chance of banishing large daemon scum back to the warp.

  • Sword – this is just a force sword (with Daemonbane of course)
  • Falchion – These are basically 2 nemesis force swords and so gives the bearer an extra attack for 4 extra points.
  • Halberd – I did falchion first as I suspect many people will think that they are the best choice on most GK troops and elites. They will say what is the point in having +1 strength when Hammerhand gives you +2 and therefore you will wound most things on 2+ anyway. The point is that in these days of 7th ed getting Hammerhand off is in no way a given, you will fail it often due to wanting to manifest other powers and so not using many dice and so a base strength of 5 is excellent. If you do get Hammerhand then strength 7 is great if you're up against MC's or vehicles. Even better is double Hammerhand using an Independent Character within the squad to give you strength 9 and the ability to penetrate armour 14 and make Wraithknights go away. But another argument for using halberds over falchions is that often you can have too many attacks in a GK squad, more often than not your GK unit will hopelessly outmatch the enemy unit in combat and so all the extra attacks will do is destroy said enemy unit and leave your Grey Knights out in the open to get shot to bits. Much better to cause less damage and kill the unit over 2 turns allowing your squad to exit combat in the enemy turn. Many times in the past I have purposefully not cast Hammerhand to try to prevent my GK unit from killing the enemy unit too quickly. Plus the halberd is only 2 points per model (half of the falchion cost).
  • Hammer – Still a good choice and everyone will still run one or 2 in a unit. With Hammerhand it is a S10 force hammer, so yeah pretty good.
  • Stave – Force staff but gives the bearer Adamantium Will. Excellent rule to have when combined with the psychic defence GK units already have. A unit that contains one of these will deny on at least a 4+ re-rolling ones. This gives them a better chance to deny than the caster has to get the power off (assuming they both use the same amount of dice).

Ranged Weapons (I’ll only cover the weapons unique to GK)

  • Incinerator – S6 AP4 flamer – great and will see more use due to nerfing of Psycannon.
  • Psycannon – used to be auto take on all squads in last codex. Now stats are same but it's gone to salvo 2/4 which means that GK in power armour can only shoot 2 shots at 12” if they move and then they can't charge. Not good at all. However, I will still run some on small purifier squads as I often found myself standing them still to fire 8 heavy shots before which hasn't changed. Plus I often didn't fire before charging to ensure I made it into combat so not all bad. Plus they are exactly the same on terminator models and so they will still be an auto include in those squads.
  • Psilencer – Used to be rubbish. Now have the potential to be awesome in the right circumstance. A ranged force weapon is very exciting but I can’t see me using it on power armour due to it being heavy and I can’t see me using it on terminator armour due to a Psycannon being a more useful gun. I can see me using the gatling version on a Dreadknight though..

Incidentally, I'll cover all Dreadknight weapons when I review the Dreadknight.

Nemesis Strike Force Detachment
This GK special detachment requires only 1 HQ and 1 Troop and allows up to 4 Elites but limits you to only 2 Fast and 2 Heavy. I think this is great for 2 reasons, firstly I don't want troops because they are rubbish compared to the Elites and therefore I want more Elites because they are better than the Troops.

The detachment also allows you to call in your reserves from turn 1 rolling for them as normal on a 3+. However, if they come in by Deep Strike they can Battle Focus on the turn they arrive (run and shoot in same turn) which is great for getting closer to the enemy or spreading out a bit. Personally though I will only put my squads in Deep Strike reserve if I don't manage to somehow have the ability to cast Gate of Infinity on the squad because GK units are expensive and leaving a load of them off the board is risky even with the ability to come on turn 1. I've played many games where I've had multiple reserves not arrive until turn 4. Therefore starting them on the board and casting Gate to Deep Strike them into position is much better and you can throw loads of dice at it if you really need it to go off. This is of course if you haven't managed to roll warlord trait number 4.

That's it for the first post then. I'll be posting Matt's stuff up in the same order I usually do my reviews in so HQ will be next. There aren't a vast array of choices though so the generic and special HQs will all be rolled into one post. I hope you've enjoyed the first post. It's certainly been a nice break for me and given me some insight into GK to help me when I play them next (which is Thursday incidentally).

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