nosed ahead with the best single Secondary in this pair of books, and a better rounded selection overall, but Ritual is definitely still good and will help the faction a bunch. DjGameK1ng 2 yr. ago. 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. Thats basically the summary; the best here by some distance is Purifying Ritual, which has all the elements of a huge win for these faction-specific objectives its a good Secondary in a bad category that rewards you for doing stuff thats likely to feed into other Secondaries youre interested in taking like Stranglehold. With the removal of lots of other options for boosting this, that can be very clutch, and its priced to move at 15pts. plus two Psychic Disciplines Sanctic and Dominus. Realistically, this means having one stave in your units provides extra flexibility, and theyre free so go ahead and do that. Learn the new tricks and tactics you will need to play Grey Knights in 9th edition from a team that has been playtesting the game for months. These are direct imports from the Marine book, but once again the Swordbearers synergies and Sanctuary mean you cant totally count them out. , which is still mostly the same, allowing a unit to be redeployed. There seems to have been a fundamental disconnect in how these are priced presumably the cost of regular Terminators was taken as a starting point and then a premium was added on for the psychic ability (they also get Hammerhand). Ironically, this book has solved the problem the old one had where anti-Daemon tools took up too much of the real estate and power budget (I really like moving a lot of this to one of the Tides as a choice) but in its place theres an excessive focus on Denies, too much caution in the combos theyre given access to, and too much nervousness about treading on the Thousand Sons toes. , and in-line with a lot of units Interceptors have their once-per-game shunt moved to a Stratagem. 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. (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. Its cool but you can also just do this with. Losing the old version of Astral Aim is another big sting to the army, as it shuts down quite a number of nonsense combos. Still, its a very low Warp Charge, which does make it more appealing. Combining this with Hammerhand for wound re-rolls on a big unit is going to make a hideous mess of almost anything, so if youve got large units rocking in, and need something absolutely flattened, you can do worse. You select one of these to be active at the start of the first battle round, and can change to a different one later on with the, power (with a new rider that you cant switch. What is the average price for a luxury home in Paris, France? hes a vicious killer), gets AP-1 and D2 on his storm bolter and re-gains a 3+ invulnerable save via the Sanctum Sigillum. These are yet another unit that gains baseline. Wreathed in silver fire, the Knights of Titan have finally burst forth from the warp, ready to channel all their might and mastery into obliterating warp spawned fiends (and anyone else who gets in their way). The other thing the Wardmakers get is some Named Characters both Voldus and Stern now sport this keyword. psychic power and a free fight on death. Stern joins Voldus in being locked to the Wardmakers, and for a small price premium on a regular Brother Captain you get an extra attack and two special abilities. Its cool just on baseline, but why is it. other stuff too. Theyre also, rather than belonging to a Brotherhood, which does place some limitations on what you can do with them and basically requires you to bring Draigo if you want any hope of them having re-rolls to hit. This website uses cookies so that we can provide you with the best user experience possible. By contrast, Thousand Sons get +1 to cast and a 5+ Invulnerable save added to a lot of their units. This section of the book is pure goodness and very welcome the pricing across the board feels well tuned and there are both standout winners and a strong second tier of things youll consider if youve got spare points. Edit:Thanks to some feedback, it turns out I missed a subtlety on this theres a specific Rule on when after deployment effects happen, and it turns out to be in the pre game abilities step afterdetermining first turn. That rockets it to being a near-auto take, something thats also true of the heavy psycannon, which jumps to S8 AP-2. changes to a rather more exciting version thats plausibly worth a look. Were it not for the one-per-Brotherhood limit you would absolutely go back to slamming three of these in a list. Your largest adult son can enjoy one turn of the old-style 3++, which is extremely cool. At baseline, the expectation is that two of the DKs go into deep strike and the GM and one regular start on the table. Nonetheless, if you want more Dominus casts these are fine, and bringing the Artisan Nullifier Matrix into the fray is highly valuable. provides you with twelve different options for upgrading your characters, representing either prophetic visions or special artefacts presented to a hero for use at a key moment. There are some where thats plausible, to be fair, starting with, . The hit rolls working for everyone is real nice, as it mitigates the move/shoot penalty for Purgation squads and per-unit special weapons, but the real big-money payoff here is with Dreadknights. In practice, that isnt actually a good way to price these Terminators tend to be good in chapters whose Chapter Tactic and stratagems strongly support them, and as a vector for layered buffs from Chaplains. The final standout is the. That tilted balance extends to their abilities. The three biggest standouts are probably A Noble Death out of the Visions list, and Servant of the Throne plus the Gem of Inoktu from the Artefacts. We've assembled a crack team of Conclavers for this new, relaxed and entirely random show where we waffle on while we hobby away. Essentially, 10pts extra on your Dreadknights is now going to substantially magnify how much of a headache they are to have on the table very much what you want. Not exciting, but plausibly useful. 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. Still great. Its also worth saying that these are all 20pts cheaper than is printed in the book, since the MFM points for this year pre-buffed them. Once that initial onslaught has softened the enemy up, most of the units are deadly melee combatants as well, and are more than capable of putting any survivors to the sword. 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. In this Warhammer 40k battle report we talk through the Custodes army list and the secondary objectives that work . More on that later. That does not, to be clear, mean theres nothing cool in it or no good builds. be a worthwhile, cool and impactful effect, and its a tremendous missed opportunity that this very conservative option was taken. The goal here is to give you options for how to set up so you can adapt to games. Theyre Servitors cheap trash that can sit on an objective behind a wall and perform Actions. This army rewards players who want a relatively small force with the ability to launch devastating alpha strikes, and one that rewards careful positioning and judicious force allocation. Hell yeaahhhhh. Some of the Brotherhood powers are things you could imagine wanting to multi-cast, but its far from all of them and having to both activate this and give up whatever else you were going to do is a pretty steep opportunity cost, especially with the escalating warp charge. Fundamentally, some of the stuff here is what makes the army tick and you want it. Welcome back to our spin-off show in the Conclave Podmatic Universe: Voices in the Warp! It now just grants a flat 4++, which is. when your Strike Marines are trying to compete against enemy hordes. Functionally, both types work exactly the same you can buy one of these for each (non-named) Character and cant take the same one twice, and most grant a once per game effect. those three things, abilities from the Brotherhoods themselves and a couple of stratagems that require you to match up. Angron. When you factor in Grey Knights that come with 2 attacks base, then the halberd granting +1S on both attacks trims the advantage of the falchions over the halberds somewhat, and expands the advantage of the halberds over the swords. The former can hit hard and hit anywhere, while the latter provide more of a sturdy anvil that can occupy parts of the table for a prolonged period, and act as an initial spearhead for you. If youd prefer to spend about 100pts on an offensive force multiplier instead, the Brotherhood Ancient brings a fancy flag that grants +1A to CORE in an aura, and in an army where almost everyone is carrying a cool sword, thats pretty good. Relic: Sigil of Exigence Last up before we move onto datasheets, Secondary Objectives. hes a vicious killer), gets AP-1 and D2 on his storm bolter and re-gains a 3+ invulnerable save via the, . is now your bread and butter option once battle is joined it gives your guns some extra reach, and makes every unit in your list even. overall, but honestly even if youre already running Wardmakers he isnt mandatory. As youd expect from Grey Knights, theyre also. Well have to go ahead and feed that one into Hammer of Math and see which one comes out ahead. Also, both the psilencer and incinerator are free swaps for one model and the basic psycannon is only 5pts and has traded a shot for becoming D2, so there are lots of equipment choices worth exploring. Sadly, this one ends up falling a bit flat Smite isnt a Witchfire power, and theres a specific, extremely disappointing rider on Vortex of Doom that stops the splash damage interacting with this (Note: technically the wording on this is broken right now and doesnt always stop it, but expect a swift FAQ to tidy it up). Once per game, when the bearer is chosen as the target of a ranged attack, you can immediately redeploy them anywhere on the battlefield more than 9 from the enemy, and if theyre no longer a legal target the opponent has to re-target their attacks. Strike Squads, Purgation, and Purifiers all went up to 17 pts base which is huge in what is considered an already overcosted army. 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. . So thats Stratagems and while theres a nifty toolbox here that helps the army get things done, as mentioned up front it feels like a downgrade overall. Very much a metagame call, but if Sororitas, the Thousand Sons or mirror matches become a big deal it can help tilt things in your favour. Where it really boosts things is if you also have +1 to Charges from First to the Fray, where its a jump from 42% to 58% a considerably bigger boost, and starting to push to a pretty happy place. The really juicy stuff here is the stratagem and trait, though. 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. to drop a 4+ invulnerable save on them and ways to boost their output despite them not having CORE, they end up way closer to viable than in most places. It feels like this could, have borne giving re-rolls as well, but any way to get a better than 9 charge was something notably missing from the previous incarnation of this book and its welcome. 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. Warp Shaping (WC4) still changes Tides, now with a rider that you cant switch back to a Tide thats already been used. This rules, and it combines a lot of elements of good secondaries. These are things you very much want to land, so this can be helpful, but honestly this, , for an extra 6 range for bolters and psi weapons (or 3 for Psi weapons already boosted by, , was a big deal in the old book but probably goes down in value a bit now that the combos you can pull off with, might genuinely see some use its not the most exciting thing in the world, granting bonus AP on 6s to wound with ranged weaponry, but this army feels like its badly missing a few more tricks to amp up its ranged firepower and this might be what they have to settle for. Youve also got two Rhinos, which can either have all the Strikes or two Strike Squads and the Purifiers. deadly in a fight. Sadly, this one ends up falling a bit flat Smite isnt a Witchfire power, and theres a specific, that stops the splash damage interacting with this (. The bearer gains a Psychic Action that does d3 MWs to every enemy within 6 of them, which in the midst of a brawl can be a pretty spectacular amount of damage. When the Grey Knights go to war, the psychic might of each Grey Knight is brought to bear, powering their bespoke weapons and armour. As per the standard for codex books in 9th edition Warhammer 40k, it contains: Grey Knights lore and background (26 pages) A 'showcase' section of photos of painted Grey knights models (ten pages) offers an alternative way around higher toughness by making your attacks with Nemesis weapons auto-wound on a 6 to hit. The Grey Knight Codex has a lot of options that further boost your Denies, and a few that boost your casting, while the Thousand Sons have a lot of boosts to casting, and only a few for Denies. Voldus also goes down in cost a bit, but loses quite a bit more than Draigo, to the point where youre probably only taking him if you wanted a. The others arent as exciting, but arent terrible either. I do also find it amusing that a Stormraven Gunship looks genuinely close to valid in this army. 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