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Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

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The Grey Knights are the legendary Chapter 666. Although nominally a Chapter of the Astartes, they are in the Chamber Militant of the Inquisition. Once inducted, their harsh training regime is without equal. In battle, they move as an army of silver ghosts. Surrounded by awe, and equipped to the teeth to deal with the worst foes Chaos raises against them. The Aegis – Your main “Chapter Tactic”, giving every PSYKER +1 to Deny, and everything has a 5+++ vs Mortal Wounds. Whilst the Deny bonus is nice is generally not much to write home about, though can be quite key in some matchups, and the 5+++ does offer a layer of defense to certain abilities which can pile on the damage. Both are quite niche benefits, but fortunately the core abilities and stats of the Grey Knights are strong enough to offset this in games where it might not be relevant. Tide of Escalation: Unit can attempt to manifest brotherhood psychic powers even if they have already been manifested this phase. Add 1 to warp charge value of these psychic powers for each other attempt that has been made to manifest them during the same phase, whether successful or not.

Domina Liber Daemonica*- DAEMONS cannot arrive from Reinforcements within 12” of the bearer, and are also -1 to Combat Attrition whilst within 6”. It’s obviously amazing against DAEMONS , but useless otherwise, so leave it at home. Of all the non-codex chapters, Grey Knights are easily the most unique and divergent. Aside from every battle brother being a psyker, their force organization is different and even their armaments are unique, with a mix of bolter weaponry and psychic-enhanced guns and melee weapons not to mention their distinctive Aegis Armour. These warriors channel a portion of their psychic consciousness into their armours’ artificial muscle bundles.If this unit successfully manifests a psychic power, then until the end of the turn you can re-roll charge rolls made for this unit.Use this Stratagem before the battle, when you muster your army. Select one PRESERVERS DREADNOUGHT model from your army. At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase. I used to use Codex Grey for this step, but that’s since been replaced by Dawnstone which is very close in colour and is very good to work with. Original GK fluff had something about them having unpainted armour, and unpainted ceramite from a Forgeworld was codex grey, which is why I went the grey rather than silver route. I think this has since been retconned but I’m not sure. I make sure to leave some of the blue tinted base colour in all of the recesses while doing this step.

Each time that model fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Damage characteristic of melee weapons that model is equipped with. Tide of Celerity- Any 1s or 2s on both Advance and Charge Rolls are counted as 3s instead. Good reliability for both getting into position and making charges,, helping to increase the chance of making Charges from Deep Strike by a bit, and knowing you have minimum 6” Charges helps mitigate risks of low charges and plan out movement a bit more reliably. The only downside is needing to wait for your next turn to shift to Convergence to benefit from making combats, so you’ll need to weigh up the potential benefits of both.

Rapiers

Brotherhood of Psykers Detachment: A GREY KNIGHTS Detachment in which every unit (excluding AGENT OF THE IMPERIUM, UNALIGNED and HONOURED KNIGHT units) is drawn from the same brotherhood.

Psyk-Out Grenade- A unit with PSYK-OUT GRENADES that is not in Engagement Range, can lob one of them at the closest visible enemy PSYKER within 6” in your Shooting Phase, causing them to instantly Perils. Not always useful of course, and the short range keeps it a little limited, but the potential to kill or heaviliy wound a Psyker for a single CP is nice to have, and even when they explode you have your shrugs to help you survive the fallout.

Enhancements

Leverage your elite mobility to stretch out their army. Grey Knights are faster than literally every other faction, and a poor player can be easily manipulated into bad positioning. Sometimes I "spend units" (meaning I deliberately put them into a poor position to die) to "move" one of their units. Most players cannot resist the opportunity to kill one of your units because most people think that means it will help them win. This thought process is patently untrue; the Shooting and Fight phases are the least important in the game. Movement is everything, yours and theirs. Movement IS combat. Maximize your own, and manipulate theirs.

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