Publicado el sbado, 1 de abril de 2023 . ), access to the. Outside of a few imported vehicles from Codex Marines, every unit in this army is both a Psyker and has the built-in ability to Teleport Strike onto the battlefield (even some of the ones that were missing it in 8th). Hes slightly cheaper, keeps his same melee profile (i.e. The majority of units now have a keyword to replace, and a few abilities (notably re-roll auras from Grandmasters, Brother-Captains and the boost from Brotherhood Ancients) now key off it. Powers: Warp Shaping, Sanctuary, 5 Strike Marines, 3 swords, 1 stave, 1 psycannon 115, 5 Strike Marines, 3 swords, 1 stave, 1 psilencer 110, 5 Interceptors, 4 halberds, 1 stave 120 Untainted and Unbowed on Purifiers is now where -1D lives, and Paladins instead have a stratagem to swap out one of their powers, leaning into their new role as Sanctic swiss-army knives. Hopefully, that leaves your opponent rather short on the kind of killing power they need to take multiple Dreadknights off the table, and you roll through to victory from there. Rounding things out, you get two thematic options in, does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. hilarious? Its worth saying that the impact it has on Deep Strike charge maths isnt spectacular by itself, bumping you from a 28% chance to around a 39%. There look to be some extremely real soup detachment options in this book, and while you should ensure your army can maximise Tides if youre running Grey Knights solo, dont feel too discouraged from wider experimentation either. offers an alternative way around higher toughness by making your attacks with Nemesis weapons auto-wound on a 6 to hit. All of this on an objective where, on six marker maps, you never have to go past the halfway line to maximise. of OK? This is also strong if you end up bringing Grey Knights in soup and dont want to make one of them your Warlord, as it gives you partial coverage on that trait at a key moment. A surprisingly huge list here, with a relic version of almost every weapon (all basically fine if unexciting) and then some more interesting ones on top of that. Finally, you get a couple of Litanies to shut down your opponents tricks Intonement for Guidance still allows you to ignore all hit roll modifiers, while Refrain of Convergence is a swanky new toy that dispels any ongoing psychic powers and opponent has cast on one of your units, and also makes them immune to further powers, mirroring the Sisters version. Kaldor Draigo 180 If bigger Daemons are your prey you might still want Convergence up for the mortal wounds. Thats a hell of a package, and one has to imagine that the reason some of the more potent tricks have been filed off the edges of this book is because the designers kept looking back at this datasheet nervously. Its cool just on baseline, but why is it. Every little helps, but its still not reliable; one of the dice needs to be a 6 for it to change anything, after all. It isnt even only the weapons that got better these now get Teleport Strike by default, and buying the Teleporter is only required to unlock the redeploy and Fall Back/Shoot/Charge stratagems (which you probably do want to do). All of those need quite specific metagames to be great, but the anti-Daemon ones are particularly aggressively priced, which makes the barrier before you start considering these a bit lower. Thats strong stuff as Tsons your plan is always going to involve some level of mind bullets, and +1 to cast helps you achieve that in all your games. Lets dig in. Well thats where the stratagem comes in Marked for Death, which lets you pick an enemy unit near to one of your Psykers and give all Swordbearer units (not even just vehicles) +1 to hit against it with their ranged attacks. The biggest losers from that process feel like Terminators of both the regular and Paladin variety losing Redoubtable Defence is a spectacular blow, and unlike some of the other big losses (most notably Bring Down the Beast) there isnt anything else in the book that quite fills that gap. Like in a lot of highly elite armies, this can make them a serious consideration for your lists. With that out the way, lets look at what these do for you. This is a button youll want to slam a lot, which obviously isnt cheap, and this is where the Warlord trait has your back Divination grants a psychic action you can perform to gain a command point. What if you wanted the hit rolls to be boosted as well though? like keeping stuff alive, and can grant a 6+ ignore wound with their power that. A few units can mix it up a bit (notably Paladins, for whom this is the new gimmick), but by and large youll know what tricks you have access to. The fixed power on Interceptors, which makes them pleasingly mobile. those three things, abilities from the Brotherhoods themselves and a couple of stratagems that require you to match up. Youve also got two Rhinos, which can either have all the Strikes or two Strike Squads and the Purifiers. Good stuff. (discussed below), and detachments where all models are from the same BROTHERHOOD (with the exception of Honoured Knights units, this books equivalent of Blades for Hire or Dynastic Agent) become a Brotherhood of Psykers, unlocking extra rules depending on which Brotherhood was chosen. I mean this cant be a surprise if youve read the review up till now Strike Marines and Dreadknights are where its at, so lets build a list with them. With the removal of lots of other options for boosting this, that can be very clutch, and its priced to move at 15pts. , and for a small price premium on a regular Brother Captain you get an extra attack and two special abilities. Alongside their dark counterparts the Thousand Sons, Grey Knights are about to get a new, upgraded codex, and Games Workshop have kindly sent us a review copy so we can give you a prognostication of the future. If you really try you can get +2MWs out of this a turn, but its hard enough work that you probably wont bother. Secondly, this book has clearly been developed in parallel and as a mirror to Thousand Sons, and loses out badly in the exchange. Front and centre of that, sound the fanfares people because theres a, lets any number of your Psyker units (mercifully, only Characters) perform a psychic action to purify an Objective Marker within 3. The other tricks are less splashy but quite useful the Masters of the Word stratagem lets a Character swap out one of their powers for another from the Dominus discipline, always useful for a faction so reliant on psychic powers, while the Loremaster warlord trait provides the unusual but splashy effect of preventing your opponent from attempting a deny on your powers if you cast them on an unmodified 8+. Chaplains are obviously here to bring Litanies to the table, so whether you want one over, say, a Librarian will mostly be determined by the plans you can concoct using those. Theres only three here, but theres some good stuff. heeroyuy79 2 yr. ago. With the basic troops of the army being so much deadlier it is, of course, possible that youre happy just having a Chaplain kicking around for the hit re-rolls in a fight, but our read is that youre going to want to be plowing as many points into units as possible. 7-Men's Outdoor Sports Waterproof Smart Dive Computer Watch High Per pressure Pressure Compass Temp. You get one-shot effects to switch off Overwatch, shoot a unit that arrived from Reinforcements, and trigger a Heroic Intervention from non-characters, and the more unique and potentially very spicy ability to Overwatch on a 4+. New and exciting is Empyric Amplification (WC7), which is your power for absolutely dunking someone you dont like. As youd expect from Grey Knights, theyre also substantially nastier than your common or garden Lieutenant, being a full Terminator-armoured killer armed with a nemesis weapon of your choice and a master-crafted storm bolter. For a two point premium over Strike Marines, you get the same great baseline, but with a 12 move that essentially has FLY, as their power for sneaky shooting shenanigans, and the TELEPORTER keyword that unlocks various strats. For example, Strike Marines know Smite and Hammerhand, while Purifiers know Smite and Purifying Flame. If you just want a flat output boost this is probably your guy, as Grand Master re-rolls are likely coming from either Draigo or a GMDK. Hes an extra 20pts over the Brotherhood Champion, but comes with a better profile, mortal wounds from his Daemon sword (which hes apparently just using now? Heres the problem you just dont need lots of Deny boosts most of the time, and theyre dead weight in many matchups, whereas cast boosts are always relevant, and generally have less drop-off in utility. Its worth saying that the impact it has on Deep Strike charge maths isnt, by itself, bumping you from a 28% chance to around a 39%. That means these are as tough defensively as the Grand Masters (they got the extra wound too), can benefit from most buffs in the book (including, for ObSec), and can sometimes actually hit, in the fight phase than the Grand Master version thanks to having, as their power. Now, that last one sounds bad till you discover that its not just them its units with the TELEPORTER keyword, which includes Dreadknights that you purchase the relevant upgrade for. The, returns in a re-vamped form to protect you from Perils its now just a flat 9 aura of do not suffer Perils. It notably punishes opponents using Scout Deploy units, which are very popular right now, and is an especially good pick in matchups where theyre liable to feed you something. Empyrean Domination has gotten lost in the warp, so if you want to farm CP this is now your main option, and because Psychic Actions dont mess with your auras like regular ones this could be a strong pick on something like an Apothecary or Chaplain. Check that out below! It grants the warlord access to a new Psychic Action that allows them to apply a 4+ invulnerable save to a friendly vehicle. Finally, if your whole army is Grey Knights (with the same exceptions as above) you unlock the returning Masters of the Warp ability, allowing you to amplify your forces with a choice of five shifting Tides. The Swordbearers had their psychic power previewed on Warhammer Community, allowing you to boost the wound rolls of ranged attacks from your vehicles. Hammer of Righteousness is a nice clean +1 to wound in the first round of combat, never bad, while Nemesis Lord offers an alternative way around higher toughness by making your attacks with Nemesis weapons auto-wound on a 6 to hit. If youre trying to build competitive lists, these and Dreadknights are your bread and butter. The Grey Knights are the legendary Chapter 666 - and although nominally a Chapter of the Astartes, they are in the Chamber Militant of the Inquisition. Nemesis warding staves no longer give a melee invulnerable save, but if a unit contains, you can now throw up a 5+ invulnerable save (or 4+ for Terminators) against shooting with. The final standout is the Gem, which was shown on WarCom and gives you one turn of +2 to all your Dominus casts. In terms of building armies, I am reasonably confident that armies built predominantly around Strike Marines and Dreadknights are at least viable, and that a few point cuts could open up more options. Tide of Escalation is probably the biggest change, and sadly is probably a bit of a miss. Next question. And there you have it folks the Grey Knights. Warlord: Unyielding Anvil, Exemplar of the Silvered Host First to the Fray Finally, you get an extra wound and inch of movement at full health. Paris le-de-France CCI is a source of proposals, informs debates on key issues and plays an active role in the growth of local companies and the economy in its territory. Grey Knights have lots of abilities that key off either Nemesis weapons (most of their melee options) or Psi weapons (their two special ranged weapons and the upgraded versions on Dreadknights). Picking their powers does let them get access to both Armoured Resilience and Ethereal Castigation, which lets them be very flexible on the table, but theyre so expensive and can no longer load up on damage reduction or 3+ invulnerable saves in melee, with no more wounds on their profile than a regular Terminator. The only price you pay for all this is dropping down to a single cast, but thats rather offset by them also being substantially cheaper a GMNDK with the sword, psycannon and psilencer is now 205pts, down from 235pts before, leaving you plenty spare to buy them the teleporter and/or the Servant of the Throne upgrade for a one-turn 3++. Probably wont bother your power for absolutely dunking someone you dont like Dreadknights are your prey you still... 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