You have few good options for tank hunting, and it's important to choose the right one. One unit that immediately comes to mind is the Purgation Squad. Plus they'll murder Culexus Assassins in a single go, or any other unit that imposes modifiers to hit.
In Angels of Death, Space Marines got 4 new psychic disciplines, possibly to ensure that your Librarians have more variety. The Vindicare's Exitus guns all get Soulblaze.
THREE?! Now you can ally with Come the apocalypse armies! The Grey Knights have fewer risks when using the new Sanctic Powers, which are pretty much the same powers you've always had.
Slam-Baby I agree here, interceptors should be the go-to unit for starting on the board for Grey Knights. Well we get these now. you need something more threatening to draw the heat.
Daemons and Psykers are a massive liability when playing against you.
Massed storm bottlers and two or three dread knights will be an up hill battle -at best- against nids, eldar, Dark Eldar, chaos and guard. Go lower points or save save save for strike squad boxes. Designed to assist with Daemon Lords, maxed out this is capable of (clue's in the name!) That's not so good for an army that relies upon and is costed around deepstrike.
So that's 15 total psychic powers, which means a bunch of Smite spam. So instead of getting doctrines, these tides are strictly only available to a full Grey Knights army.
Each razorback is 5 PL and function well to provide some light shooting for your army while also keeping your troop squads safe. I just use them all and be done. The 3++ will be beyond nasty - since he has 12 wounds, he can be sniped with Lascannons, and yes, a lot of these weapons will target your Grandmasterbabycarrier. HQ .
Dreadnoughts, Sternn, and the Dreadknights get Sanctuary, everyone else has Hammerhand, Draigo gets Gate of Infinity and Purge Soul (not what I would have thought he would get for being a LoW, but still, kinda cool.) Fortifications in general aren't particularly useful to the Grey Knights. Against the. It's not the best strategy by any means, but if you are already bringing a Techmarine for some reason, 52pts for the two Plasma Cannons could end up plinking unexpected wounds on things.
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If you bring these units in a pure grey knight detachment you gain access to Brotherhood of Psykers which gives this unit +1 to their Psychic Test. [2000] Nemesis Strike Force + Allied Detachment [AM], Grey Knights with inquisition 1000 points, Another Grey Foray... assault heavy this time, 1850 GK with small DA force - ULTRACOMPETITIVE. It's not as hard as it might seem, with Powerful Adept the range becomes 7" and with Dynamic Insertion to deep strike 3" away, you now have a little assassin. The only two that you'll ever need to consider using tactically are Gate of Infinity and Hammerhand. That being said, bearers of something with d2 and higher with good AP are the bane of their existence and are generally better dealt with using Strike Squads. Primaris Electrosurge - WC1 S5 AP5 Assault 6 witchfire. Their 3 +1 base attacks make it so that the +1 S from a Halberd has a greater impact than another +1 A on a Falchion.
Everyone has some sort of teleportation device - and even if they don't, there's a stratagem that allows you to teleport units in any way. He absolutely tears through screens and chaff with his massive rerolls and smites. The math on these guys is actually very bizarre now, due to how good a Grand Master in a Nemesis Dreadknight is.
With a power level of 15 it is very useful to hold down the board until your heavy hitters can arrive.
This will reduce the Daemon's Invulnerable save by 1 (so the basic 5+ Daemon Invulnerable becomes a 6+). These powers truly change the way Grey Knights operate. They still remain an effective source of firepower and a good unit to start on the board to fulfill the power level requirements.
Both powers target
; guess what you are? Poor long-range shooting options without combos. While there are obviously some other units that can start on the board and function very well, Interceptors are another great unit, these units are some good alternatives for the guard units so many Grey Knight Lists have had before. Holy crap I have to start playing Grey Knights!" Making use of the Psyflamers, they get to use one new shot per turn, an Assault 1 S2 AP6 shot that gets +1S -1 AP per unit that joins in the shot, making a potentially brutal hit on MEQ and TEQ if you focus on them.
That's 1271 points, and leaves you plenty of room for venerable dreads with lascannons, maybe some purifiers and a LR crusader, paladins/ apothecary, or more strikes/intercepters. This means that many old grey knight lists that started in reserve don’t function anymore. Their all-consuming mission is to confront the Daemons of the Warp wheresoever they might manifest.
Interceptors, a dreadknight, and something else gating forward is still definitely a nasty alpha strike. The list I used at Firestorm, was thrown together the night before to the Tournament, a mismatch of Mini's I had available as someone else was using the list I would normally field. While many imperial lists first featured Stormravens after the changes to chapter approved you don’t see them as often.