In the grim darkness of the far future there is only war and who better to fight the enemies of the imperium then the noble Grey Knights, an army of pure psykers who use the might of their psychic powers to defeat their foes.

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Army Rules

Grey Knights have one of the best ( in my opinion ) army rules in the new edition which is called Teleport Assault, which at the end of your opponents turn you can remove a number of units from the battlefield ( you can only select a unit that is not within engagement range ) the number of units depends on the size of the game you are playing, in your next movement phase’s reinforcement step you can set up the selected number of units anywhere on the battlefield more than 9″ horizontally from enemy units.

Number of units able to Teleport Assault =

  • Combat patrol – 1 Unit
  • Incursion – 2 Units
  • Strike Force – 3 Units
  • Onslaught – 4 Units

This to me feels very thematic and opens up a lot of flexibility to units that would otherwise be foot slogging across the board to get to objectives or shoot at specific enemy units.

Detachment Rule

Grey Knight armies gain access to the Teleport Strike Force detachment which allows Grey Knight units to make a teleport move, this is when a friendly Grey Knight unit advances instead of rolling a dice that unit adds 6″ to its movement characteristic and gains the Fly keyword making Grey Knight armies pretty quick.

Enhancements

Grey Knights have access to four enhancements which all play to the Grey Knights strengths.

  • First to the Fray – Has to be a model with the Deep Strike ability, the model and it’s unit must start the game in reserve but do not count towards the limits for number of models / points that can be in strategic reserves and they can deep strike in the first, second or third movement phases.
  • Domina Liber Daemonica – the bearer adds 1 to wound rolls in melee and if you target a daemon you add 1 to the damage characteristic of melee weapons the bearer has.
  • Sigil of Exigence – Once per battle when the bearers unit is targeted by an enemy unit in the shooting phase you can remove the bearers unit from the table and place it back on the board 9″ away from enemy units and your opponent can then select a new target for their unit to shoot at.
  • Inescapable Wrath – Add 1 to charge rolls for the bearers unit.

Stratagems

  • Radiant Strike 2CP – A grey Knight unit in the fight phase gains the Devastating Wounds ability on any psychic melee weapons it has until the end of that phase.
  • Prognosticated Arrival 1CP – You can deep strike a Grey Knight 3″ away from enemy models but that unit cannot then declare a charge later in that turn.
  • Death from the Warp 1CP – In your movement phase you can pick a friendly unit that advanced or arrived via deep strike that turn and ranged weapons that unit is equipped with gain the Assault rule and get +1 to hit roles.
  • Haloed In Soulfire 2CP – In your movement phase you can pick a Grey Knight unit that has arrived via deep strike or made a teleport strike move and until your next movement phase that unit cannot be targeted by ranged attacks unless the attacking unit is within 12″.
  • Mist of Deimos 1CP – After an enemy unit ends a normal, advance or fall back move within 9″ of your targeted unit your unit can make a 6″ move or if it has the deep strike ability it can be placed into strategic reserves.
  • Truesilver Armour 1CP – When your opponent shoots at one of your units that unit reduces the armour penetration characteristic of attacks that target it by 1.

Datasheets

For me my favourite Grey Knight unit is the Brotherhood Terminator Squad and in the new edition I can see a lot of Grey Knight players taking them, they are now toughness 5 and are objective control 2 which is pretty solid in of itself but with the Ancients Banner you can increase the objective control of models in your squads by 1 so each model would have an objective control of 3 making them really good at taking objectives off your opponent couple that with the 4+ invulnerable save they have and the Narthecium which can return a slain model back to the unit each turn and they become very hard to shift.

Summary

Over the years I have attempted to collect a Grey Knight force many times and even took them to a crusade event at Warhammer World back when power level was a thing, if I was playing them with this new index I think I would have enjoyed them a lot more. The army itself is surprisingly mobile with the Teleport Assault rule allowing you to redeploy a key unit will no doubt cause some serious issues for you opponent. With the changes to psykers in the new edition the army will be a lot easier to play and having psychic weapons makes them truly terrifying.


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