Grey knight Tactics in 10th! So Freaking FAST! | Warhammer 40k Grey knights 10th edition
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- čas přidán 10. 09. 2024
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Grey knight Tactics in 10th! So Freaking FAST! | Warhammer 40k Grey knights 10th edition
I do not claim ownership to the images used in this video. All art belongs to their respective owners Games Workshop. @officialwarhammer
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Just fyi, GW clarified that you can’t skip the battleshock test with our army rule. They take the test after they re-arrive from reserves.
That's some bull shit
Unfortunately, there has been some discussion about the Keywords for Scout 6 on Strikes with Champoin, every model has to have Scout 6 to get the benefit 😞
Darn
Nice stuff man, it was brought up in rules comentary that if you do the whole come off table to avoid battle shock that when u drop back in you must take a battle shock test so unfortunately we cant completely egnore it
Yes I heard
Hi man, just to say, it has been clarified that lethal hits doesnt procs devastating wounds, so terminators literally reduce their own damage output by having lethal hits for a Stern squad
yea its counter productive lol
Thanks for all this free education my man :)
Good luck at ACO. Thing to note, I think Grey Knights are probably going to be pretty good with Tactical Objectives, cause there are a few that can sometimes just be really, really easy money. Like behind enemy lines, or ones that ask you to control objectives in the enemy deployment zone. There are a couple that are kind of rough, but the army is so CP starved I don't think you'll mind discarding those ones for the CP.
NDKs can also get a lesser version of fight first because they can fall back and charge. Because they charge they get fight first on their turn, opponents turn they are defenders in ongoing combat, then they can fall back and charge. You can also use tank shock ever turn for 4-5 mortal wounds with the hammer.
Nobody is talking about the NDK doing tank shock... lol.
hello, here is few notes after playing grey knights in 10th: they really can play a points game and wrack a lot of points, but struggling with killing stuff... Culexus assassin is auto include, because of librs and other sources of 4+ fnp against all of you attaks except flamers and bolters. Gray knights are expensive, like custodes level expensive but significantly less lethal than custodes. You cant just ignore vehicles, so allaying imperial knight looks like a good idea, I am leaning towards 1 dominus knight... Over all gray knights are very bad against vehicle heavy meta, they not really bad in killing elite infantry (which is also on the tables in massive amounts ), but comparing to other fractions they are awful in it. you can win as gk player but it is not really satisfying gameplay. So most likely my gk will wait for they codex or at least balance changes on the shelf
makes sense
I like how terminators are needed and speed is great. But l cant kill stuff for the life of me . Maybe because armies here are vehicle heavy.
Ya I guess we need to focus on secondaries
Absolutely gutted with GK in 10th. Played 3 games so far and have never enjoyed them less. Hardly kill anything and end up playing Grimdark hide and seek for 5 turns 😂
100% agree. They feel awful.
@@Twenty2Degrees I just wrote GW and recommended the following, due to the vehicle-heavy meta: Grey Knights don’t seem to work well in the vehicle-heavy meta due to ineffective or limited anti-tank capabilities. I would suggest adding a second fire mode to psycannons. A single-shot higher strength, possibly 3 Damage shot. Given the high number of psycannons that can be taken, perhaps leave AP as it is. S12 -1 AP 3 damage when fired in that mode.
@neoisolationist8790 should of left it at 2ap 10s isn't what kills it. It's the crap ap land raider in cover 2s
@@thelegendsmith3063 Agreed. Upon further consideration, I was thinking S12 AP -2 3D, but shorten the range to 18". One shot.
@@neoisolationist8790 that or give it hazardous but we've never had anti tank I mean technically it's in the stormtalon or storm raven given the GMNDK a character profile would also be nice hitting on 2s instead which results in hammer on 3s instead of 4
So ive been play testing 10th and it feels bad playing them on table. Weve become so passive outside of once per game drago with his 6 (i failed that with cp roll 2 of 3 games ) its deepstrike generally 17 away shoot hooe you survive shooting and that your opponent moves forward and fails the charge so you can countee or you drop in at 9 for a very unreliable charge. Like it hasnt been fun for me. There is also so much lacking for us that dont justify all of our units going up in points. Everyone seems to have free strat we get a cp reduction wtf. We lost are army wide 5up on mortal psychic phase are tides. No devastating wounds. 4 armies have anti psyker just haha. And only antidemon we got is drago sword and were the demon killers 😑 i have so much salt going into this. Meta also looks like its gonna he the time of shooting and i think we jave the worst shooting in 10th with a max of 1ap on our best guns. Im so excited
Under what circumstances can you advance and shoot? I thought you needed weapons with the assault key word. Some of your maneuvers with advance have the unit shoot afterwards. Great video.
There's a strat for it and NDK can do it natively
Haven't seen a stratagem that gives Advance And Charge, if it exists how is it called?
@@MeAndSomeRandoms strat is for advance and shoot. NDK can advance, shoot and charge.
@@tedd6689 Oh okay, had my hopes up for a moment, thanks anyways.
So im looking and I still cannot find this strat that appearently lets me advance and shoot. What is the specific name of this stratagem?
Hi, techmarine ability says “in your command phase….” Does this mean that you cannot select NDK if you take them out via teleport assault? Or you can do that after it is back as you would do battle-shock? I am very new to all this but it seams important to know. Thanks for fantastic content 😊
Sadly you can't
@@simoneengelleitner947 ah that is sad news…. My techmarine was crying when I was taking him back to the shelf 🥲, thanks for clearing this up for me 🙂
How do the points hike affect how you are going to build lists?
Less models more precision
played two games so far, gave up both after turn two with a hand full of minis left and one Point. First impression: Fun moves and stuff, but to expensive, take no punch and deal no dmg. will try my other armies now.
Psychic Brotherhood is no more? No more brotherhood keyword?
nope!
I dont see how moving 10 interceptors into my opponents deployment zone is beneficial. Either they start moving and bait the mists of deimos or more likely they make whatever moves they can that dont end within 9" of your unit and then destroy your unit for free. GK cannot afford to throw a 300pt unit away on turn 1.
Did you actually listen to the video? You move them up, make it where your opponent can barely move their units out because your blocking them. When they are done moving you teleport that unit away, leaving your opponents unit behind to do nothing
So let's pretend I'm the opponent and you do this to me. 1st thing I'm gonna do is move my units into position to kill your interceptors. If you mists of Deimos I am no longer being move blocked so I can move as normal. If you decide NOT to mists of Deimos I'm going to kill the interceptors and thank you for deciding to play this game 300pts down.
Well depending on your army I thank you for staying in your own deployment zone for a full turn while I score the midboard. If your army wants to stay back anyways I'm probably not gonna do it. It's a tactic that can be beneficial to you but it's not a tactic you always need to use. Also the Inceptors will have the chance to kill something else first if they do this, so the point loss is probably lower than a minus 300 anyways. This tactic is better against a melee or short range army that want to move up the board.
What do you think of a Brotherhood Techmarine with 4 Servitors (2 Multi-Meltas) inside a Rhino? its 215 points, the price of a Nemesis Dreadknight, Rhino has Firing Deck 2, so the MM's can shoot from safety inside if need be, the Techmarine can add utility to any nearby vehicles, plus its also nice for a Rhino to just road block your opponent, i like the idea of running this, but just feels a little off in a Grey Knights army.
i would honeslty rather have a dread then that combo.
@@40kDirtbags won't the multimelta servitors with the twchmarines boost give a much needed boost to anti armor damage?
I'm running a 2k point army with Draigo + 5 term, Voldus/GM + 5 paladins or terms, librarian + 5 terms, crowe + 10 purifiers, and one GM in NDK for the monster/vehicle rerolls. Trying to decide whether running a 2nd Dreadknight (185 after point drop) or maaaaybe a 2nd GM dread (200) would be worth it vs going for a techmarine and serve which still give anti armor but allow for an extra squad of strikes etc..
New to the game so not sure.
Was also kinda eyeing a 2nd librarian in reserve for teleporting dual vortex precision strikes combo with the 1st one.
@@scleless1342 You can basically Take a stormraven at that point
old player primarily guard and Tau. played 3rd thru 7th and just got back in to it. decided to play grey knights now but trying unsuccessfully to make a decent army list. looking at draigo with 5 termies, librarian with sigil and 5 termies, 2 dreadknights, 1 venerable, champion with 5 man strike, 5 man strike, 5 man purgation and 5 man purifier. thats 2k points and not a hell of a lot of board presence. any assistance is appreciated
Hop in discord
I’m old. Just learning discord
I didnt even consider plunging fire 😦 thats brilliant.
so clutch
a normal 10 man squad with ZERO damage output (stormbolters) costing 300p just because they come with "jumppacks" is good exactly how?
Because Nemesis Force Weapon
@@MeAndSomeRandoms that do nothing with no hammers and vs ultratough vehicles that are the new meta. Why would you want to tie up your units when you pay 300p just for them to jump around and never be tied up?
@@Pyriel2 being pretty durable and either moving 11" shoot and charge AFTER you teleport assault them, allows you to more flexibly play the mission than any other faction
@@Pyriel2 Don't worry about them getting tied up when you choose the target, they will shred through Objective holding infantery and they will get there. They are on the expensive side of things but saying they have ZERO damage output isn't exactly true. Will I prefer a Nemesis Dreadknight for dealing damage, yes. Will I still play a big squad or 2 small of these, probably also yes.
Ive asked this a lot: thoughts on First to the Fray and have said Libby in Land Raider...???
walking in from reserves?
Is it just me or do other people find that they don’t really use buildings taller than 5” in their local meta? I feel like GW standard size for ruins platforms is 5”….my GKs are going to have to be carrying out an apple box with me.
i need to make taller at my place too lol
Cover saves only count to a max of 3+ if you you ture silver armour and get shot with a AP 2 gun you will still be at a 3+ save not a 2+
You can't go from a 3+ save to a 2+ save. But if you start at a 2+ you can go back to a 2+ on ap1 weapons. But ap 2 you will have a 3+ save
You only get fly for the phase, so movement phase exclusive fly
No auto wounds don't count as devastating you'd have to use the brother captain sustain hits 1 now we got exploding 6s and re rolls to wound unfortunately 2 cp for devastating wounds cause we cant pair leaders with no cp regen etc its not worth it very situational
Ya not really good
Just a heads up
They changed battle shock that you can’t ignore it now.
saw that sadly
Are you doing to write and demo some example lists?
On discord
Would love to see a tactics video on custodes.
Coming up after reviews are finished
"we don't have to kill tanks"
So what about knights 😭
Eldar, marines, IG all are vehicle heavy where l play. It is not fun facing something like 2 serpents, a WK and two prisms
Hide and seek
@@40kDirtbags Towering models ignore obscuring. Not too much hiding
Dk can kill knights.
fttf cannot be used with rapid ingress. different conditions.
does it say that in the new rules>?
@@40kDirtbags Some rules allow a model or unit to move, shoot, charge or fight
outside of the normal turn sequence. For example, the Fire
Overwatch Stratagem enables a unit to shoot in the opponent’s turn
as if it were your Shooting phase. When using out-of-phase rules to
perform an action as if it were one of your phases, you cannot use
any other rules that are normally triggered in that phase.
Example: In your opponent’s Movement phase, you use the Fire
Overwatch Stratagem to enable a Whirlwind from your army to shoot
as if it were your Shooting phase. The Whirlwind has the Pinning
Bombardment ability, which is used ‘In your Shooting phase, after
this model has shot’. Because Fire Overwatch is an out-of-phase
rule, it only allows the Whirlwind to perform the specified action (in
this case, shooting as if it were your Shooting phase) and does not
trigger any other rules that would normally be used in your Shooting
phase. This means the Whirlwind’s Pinning Bombardment ability
has no effect while resolving these attacks, and you could not use
any other Stratagems that are used in your Shooting phase to affect
those attacks
You cannot move after disembarking
Depends if the Transport already moved or not.
Yes you can if tank didn't move
interceptors in the mist of deimos example cant do that due to new coherency rules.
Its not THAT powerul as they can kill your unit, all they need to do is move away from you 9.1 inches and you cant reserve to safety. Now you gained 1 turn of the enemy squad that you boxed in not advancing forward but backing a little instead and you pay the price by having the entire enemy army shoot at you where you stand there in the open.
Its good vs really melee heavy armies that dont shoot or vs units that are already deployed in a no-backing corner/edge OR you need to waste more cp and deepstrike 3´away from the enemy.
Its not good and very situational and you must deepstrike OUTSIDE 9´ of the enemy but this power only goes of if your unit is INSIDE 9´ so all the enemy really needs to do is stand still and you cant escape. Its a strategem that lets you escape charges, not to tie back enemy units.
You can do the box in but it costs a combined 2CP and the enemy can still move away 6´ and strand you.
Sadly you cant put draigo+10 pala or 10 termi in deepstrike
Dragoo+10termi are 605 points, we can set in reserve only 1/4 of our 2000 points so max 500.
Thats why i dont like draigo
Well that's weird
Strategic reserves are a kind of reserve, but they're the only kind of reserve that the point limit applies to. Deep strike is another kind of reserve (see page 43 of the core rules). Net is, you can stuff basically the whole GK army into reserve at the start of the game.
In the core rules ist states that you can set up a maximum of 1/4th into strategic reserves, reserves in general are strategic reserves and deepstrikes so the limit doesn't apply to deep strikes, does it? If I'm wrong and it actually does you then could still set Kaldor Draigo + 10 Terminators/Paladins on the battlefield and re-deepstrike them with Teleport Shunt at the end of your oponnent's turn.
@@MeAndSomeRandoms Strategic reserves are a kind of reserves, not the other way around. The specific rules around strategic reserves (how they enter, point limit, etc) only apply to strategic reserves and not reserves generally.
@@jw32767 That's what I said, maybe poorly written but written nontheless: "reserves in general are strategic reserves and deepstrikes" better written could be "Both strategic reserves and deepstrikes are a subset of reserves in general, the limitations as written only apply to the subset of strategic reserves"