Grey Knights 7th Edition
Grey Knights Tactical Summary as of 10-26-16
The Grey Knights masters of the moon Titan have always been the elite even for the Adeptus Astartes, forged at the time of Horus Heresy only to be cloaked and thrown into status for 10,000 years. Incorruptible the Grey Knights are designed specifically to destroy the Daemons of Chaos.
In the days of 5th edition Grey Knights were the bane of tournament community, much the same way the Eldar are today, the tedium and boredom of this army would make almost everyone roll their eyes in disgust. It was a confluence of a few things; part was old school Grey Knights players hatred of band wagoners, another was author Mat Ward’s butchered take on the the fluff, and finally the complete over powered design. This followed by Games Workshop pension for overraction going the opposite way with the current edition of the Grey Knights.
Games Workshop did do a great job removing all the Inquisitorial filler that bloated the Grey Knights, and returned the focus to the marines themselves. The bloat was removed, but blandness was replaced it. Grey Knights suffer like many armies from a lack of powerful Detachments or Formations. Grey Knights lack all the cool toys generic Space Marines have; making Grey Knights unable to field enough bodies that can live long enough to make a difference.
What you are left with for Grey Knights are very few good options. Grey Knights do have a few tricks though, Grey Knights can get a lot of psychic dice and if you have a Daemon heavy meta they can do a lot of damage. Grey Knights still have one of the best units: Dreadknights. Dreadknights with a Heavy Incinerator are amazing. Under used units like Cleansing Flame Purifiers and Incinerator Interceptors are both great for destroying hordes and taking of objectives. Beyond that Grey Knights as more than an Allied detachment just isn’t going to cut it, we will have to wait and see if the next supplements bring them up to speed.
Below you find all the quick reference material you need to build an competitive or fluffy Grey Knights army.
- Grey Knights
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- Nemesis Strike Force
- Daemonhunter Strike Force
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- Nemesis Strike Force
- Daemonhunter Strike Force
(See tabs for details)
Force Organization
Compulsory: 1 HQ, 2 Troops
Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification
Restrictions: All units chosen must have the same Faction (or have no Faction).
Command Benefits:
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Compulsory: 1 HQ, 1 Troop
Optional: 1 Troop, 1 Elite, 1 FA, 1 HS
Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).
Command Benefits:
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Force Organization
Compulsory: 1 Flyer Wing
Optional: 2 Flyer Wings
Restrictions: All Units must have the same Faction.
Command Benefits:
Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.
Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.
Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.
Source: Supplement: Death from the Skies
Force Organization
Compulsory: 1 HQ, 1 Troop
Optional: 1 HQ, 3 Troops, 4 Elites, 2 FA, 2 HS, 1 Lord of War, 1 Fortification
Restrictions: All units in this Detachment must have the Grey Knights Faction (or have no Faction).
Command Benefits:
Brotherhood Commander: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Grey Knights.
Rites of Teleportation: Instead of making Reserve Rolls from the start of your turn two, you can make Reserve Rolls for any unit in this Detachment that is placed in Deep Strike Reserve from the start of your turn one. These units will arrive from Deep Strike Reserve on turn one on the roll of 3+. In addition, all units from this Detachment can both Run and Shoot.
Source: Codex: Grey Knights
Compulsory: 1 Troops or Fast Attack
Optional: 1 Heavy Support
Restrictions: All units from this Detachment must have the Grey Knights Faction.
Command Benefits:
Rites of Teleportation: Instead of making Reserve Rolls from the start of your turn two, you can make Reserve Rolls for any unit in this Detachment that is placed in Deep Strike Reserve from the start of your turn one. These units will arrive from Deep Strike Reserve on turn one on the roll of 3+. In additional all units from this Detachment can both Run and Shoot, in any order, in the same turn that they arrive from Deep Strike Reserve.
Source: Codex: Imperial Agents
- Relics of the Vigilant
(See tabs for details)
Bone Shard of Solor 10 pts:
The bearer of the Bone Shard of Solor has a 3+ invulnerable save whilst within 12? of at least one model with the Daemon special rule. This is increased to a 2+ invulnerable save whilst the bearer is within 12? of at least one model with the Daemon of Khorne special rule. In addition, the bearer has the Hatred (Daemons of Khorne) special rule.
The Fury of Deimos 10 pts:
Range 36 inches, Str 4, AP 5, Type: Assault 3, Master-crafted, Precision Shot
Cuirass of Sacrifice 15 pts:
The Cuirass of Sacrifice is a suit of Terminator armour that confers a 2+ Armour Save and a 5+ invulnerable save. The wearer has the Bulky, Deep Strike, It Will Not Die, Feel No Pain and Relentless special rules, and cannot make Sweeping Advances.
The Soul Glaive 20 pts:
Range -, Str +1, AP 3, Type: Melee, Force, Two-Handed, Daemonbane = If the Force psychic power is successfully manifested and targets a unit with one or more weapons with this special rule then, in addition to the usual effects, all weapons with this special rule re-roll failed To Wound and armour penetration rolls against models with the Daemon special rule whilst the blessing is in effect. Soul Imprint = A character wielding the Soul Glaive re-rolls failed psychic tests when attempting to manifest the Force psychic power. Furthermore, if the Force psychic power is successfully manifested and targets the character wielding this weapon, or his unit, then in addition to the usual effects, the Soul Glaive re-rolls all failed To Hit, To Wound and armour penetration rolls whilst the blessing is in effect.
Domina Liber Daemonica 25 pts:
The bearer of the Domina Liber Daemonica knows one more psychic power than is normal for his Mastery Level. This additional psychic power must be generated from the Daemonology (Sanctic) discipline. In addition, the bearer, and any friendly units with the Grey Knights Faction within 6? of the bearer, re-roll dice rolls of 1 when taking psychic tests when attempting to manifest psychic powers from the Daemonology discipline.
The Nemesis Banner 35 pts:
Friendly units with the Grey Knights Faction within 12″ of the bearer have the Fearless special rule. In addition, all models with teh Grey Knight Factions in the same unit as the bearer have +1 Attack whiles the bearer is alive. Furthermore, all models with the Daemon Special rule treat all terrain, even open ground, within 12″ of te bearer as dangerous terrain.
As of 10-25-16
The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.
Grey Knights Brotherhood Formation
Grey Knights Brotherhood Formation
Restrictions: None.
Special Rules:
Brotherhood Commander: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Grey Knights.
Psychic Brotherhood: As long as this Formation’s Grand Master is alive, all units in this Formation successfully harness Warp Charge on D6 results of 3+ when taking Psychic tests.
Rites of Teleportation: Instead of making Reserve Rolls from the start of your turn two, you can make Reserve Rolls for any unit in this Formation that is placed in Deep Strike Reserve from the start of your turn one. These units will arrive from Deep Strike Reserve on turn one on the roll of 3+. In addition, all units from this Formation can both Run and Shoot, in any order, in the same turn that they arrive from Deep Strike Reserve.
Source: Codex: Grey Knights
Emperor’s Hand Strike Force Formation
Emperor’s Hand Strike Force Formation
Restrictions: All units must have the Grey Knights Faction and all squads must include 10 models
Special Rules:
Divine Intervention: All units in this Formation must begin the game in Deep Strike reserve. When making Reserve rolls make a single roll for the entire Formation which you can choose to re-roll. On a successful Reserve roll, all units in this Formation arrive from Reserve.
Psychic Strike Force: As long as the Formation’s Brother-Captain is alive, all units in this Formation successfully harness Warp Charge points on rolls of 3+ while taking Psychic Tests.
Rites of Banishment: Enemy units with the Daemon special rule that are within 6? of any unit from this Formation count their Invulnerable saves as being 1 point worse than normal. This is cumulative with any other modifiers and can cause the Daemon to lose its Invulnerable save completely.
Source: Warhammer World Exclusive: Blood Oath
Bulwark of Purity Formation
Requirements: 1 Librarian. 2 Paladin Units, 2 Grey Knight Terminator Units
Restrictions: No unit in this Formation can take a Dedicated Transport.
Special Rules:
Bulwak Formation: While three or more units from this Formation are on the battlefield, you can add 1 to teh result when making Deny the Witch tests.
Aura of Purity: While three or more units from this Formation are on the battlefield, if any unit from this Formation successfully manifests the Banishment psychic power, all units with the Daemon special rule with in 12″ of the any unit from this Formation are affected.
Source: Gathering Storm III: Rise of the Primarch
Triumvirate of the Primarch Formation
Triumvirate of the Primarch Formation
Requirements: Cypher, Grand Master Voldus, Roboute Gulliman
Restrictions: None.
Special Rules:
Touched by Fate: You can re-rolll one failed saving throw each turn for each model from this Formation.
Inspiring Presence: Whilst Grand Master Voldus and Roubte Guilliman are on the battlefield, all friendly units with the Armies of the Imperium Faction have the Stubborn special rule.
Source: Gathering Storm III: Rise of the Primarch
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