competitive grey knights list 2020

Ignoring the “All is Dust” rule from the Thousand Sons, Competitive 9th Ed Battle Report – Craftworlds vs Iron Hands – Tactical Talkover – Warhammer 40k, Let’s Talk Tactics – Talking to Hellstorm RTT Winner Mike Porter (Death Guard), Let’s Talk Tactics – Vik & Mani’s Weekend Tournament Review (1st & 2nd Place! High Tier - Best fleshed out rules that are practical in a competitive setting, and have topped events in the last few months. . Your IP: 94.130.36.109 I’d check out Tabletop Tactics first. Write CSS OR LESS and hit save. Grey Knights see a surprisingly huge upheaval for such a recent army. In theory it has the partial tradeoff of providing your opponent’s anti-tank with targets, but in practice you need tankbusting guns just to go after the core units here – while regular Terminators aren’t quite as tough as Paladins, this list still puts up a tonne of them, and will take real work to shift.Shane’s Terminators EverywhereGrey Knight BattalionDraigo (Astral Aim, Hammerhand) Librarian – WL (Loremaster), Santic Shard (Armored Resilience, Empyrean Domination, Warp Shaping) Chaplain (Edict Imperitus)(Litany of Faith, Invocation of Focus)10 Terminators w/2x psycannon, 6 halberds, 4 staves (Gate) 10 Terminators w/2x psycannon, 6 halberds, 4 staves (Gate) 5 Terminators w/3x halberds, 2 staves (Gate)Apothecary w/Falcions (Sanctuary) 10 Paladins w/4x psycannon, 6 halberds, 4 staves (Sanctuary)Not a ton of units, but three hard to shift units that will sit on objectives and overall be threatening. This result shows that the meta can shift on a dime. Well wait no more – today we’re going deep on the Knights of Titan to see what the new edition holds for the Imperium’s final line of defence against the Warp. How it will fare against current meta, time will tell. Bring Down the Beast – 2CP – Used during the Shooting phase, after a Grey Knights unit has fired on a Shooting attack at a. Fury of the Proven – 1CP – Grey Knights Terminator unit +1 to hit. While they have no single thing that gets hit badly above rate on points, they were already very elite and increases on their core units hurt. All Grey Knights units (except Servitors) gain the Masters of the Warp ability along with Bolter Discipline and Shock Assault. Edict Imperator – WC7 – Select a friendly Grey Knights until within 12”, that unit can shoot as if it were the Shooting phase and then move as if it were the Movement phase (no Advance). They really are a treasure trove of tactical insight. Imperial Fists. Psycannon [7pts]: Psycannon (Terminator) [7pts], . You are slightly susceptible to blast, but I haven’t found it to have much impact yet. They also go up three points each, but that looks a tonne more reasonable starting from 35pts each rather than 17. Warhammer 40,000 List Analysis Vox Cast: Grey Knights 2000pts. When combined with Sanctuary, those Paladins aren’t going anywhere. A resounding “meh”. That probably brings them closer to being usable, and there’s definitely some appeal to the legendary teleporting Land Raider in an edition where transports have gone up in value and they can shoot in combat (something that’s especially spicy on the Crusader and Redeemer). Grand Master Dreadknight, hammer, psilencer, psycannon, teleporter, warlord – First to the Fray, Relic – Augurium Scrolls – 250 Power: Gate of Infinity, Voldus – 160 Powers: Armoured Resilience, Edict Imperator, Empyrean Domination, Kaldor Draigo – 190 Powers: Warp Shaping, Armoured Resilience, Terminators x5, 4 Halberds, 1 Stave – 190 Power: Vortex of Doom, Terminators x5, 4 Halberds, 1 Stave – 190 Power: Hammerhand, Terminators x5, 4 Halberds, 1 Stave – 190 Power: Astral Aim, Paladins x10, 9 halberds, 1 stave – 500 Power: Gate of Infinity, Paladins x5, 4 halberds, 1 stave – 250 Power: Sanctuary, Apothecary, halberd – 80 Power: Warp Shaping. Terminators x5, 1 hammer, 3 halberds, 1 stave – 205 Power: Gate of Infinity, Terminators x5, 1 hammer, 3 halberds, 1 stave – 205 Power: Hammerhand, Terminators x5, 1 hammer, 3 halberds, 1 stave – 205 Power: Astral Aim, Apothecary, hammer – 95 Power: Gate of Infinity. The changes to coherency make moving around 6+ model units slightly annoying and you have to pay more attention to casualty pulls, but more than likely this will get easier with experience. Like with almost every faction, there’s probably a bit more play in running Rhinos than there used to be, but here I think you want to adapt to the missions by swapping to Terminators rather than buying Strikes Rhinos. Think of them like combat doctrines for codex-compliant Space Marine armies, except not tied to a game turn or a progression of doctrines. Moreover, with the new changes to the Space Marines, the double-Paladin Grey Knight list has a lot of potential to go the distance on the competitive scene in the coming few months. Much like “super doctrines” for other Space Marine chapters, you only get the benefit of Tides of the Warp if every unit has the Masters of the Warp ability.