
Grey Knights have been called boring, bland and repetitive and this is certainly true to an extent in the basic template of the army. You've got a MEQ statline armed with a Stormbolter and Nemsis Force Weapon, access to the psycannon, psilancer and incinerator special/heavy weapons, the psychic power Hammerhand and then specific defining features depending upon which Force Organisation slot they use (i.e. A2, Cleansing flame for Purifiers or four heavy weapons, Astral Aim for Purgation Squads). In the end this leaves the core firepower and options of a Grey Knight army quite similar and these are the humble storm bolter and psycannon.
I've already made an obvious assumption here: I'm choosing the psycannon over the incinerator and psilancer. This really is going to be a staple for nearly every squad of Grey Knights due to the flexibility it brings. Able to fire on the move or whilst stationary to greater effect with two to four shots which are very capable at anti-tank. Easily accounted for throughout the army brings significant firepower to your Grey Knight army and a great ability to deal with all ranges of armor values. The psilancer on the other hand doesn't really provide anything amazing unique compared to the bog standard storm bolter and whilst the incinerator is a great anti-infantry weapon being a S6 template, the sheer volume of firepower a Grey Knight list is generally capable of putting out, extra anti-infantry often isn't needed. This is a key understanding of how Grey Knights are built and played when using Storm Bolters and Psycannons. Let's look at this further.
Since most basic infantry models (obviously excluding Henchmen and Inquisitors) carry Storm Bolters the Grey Knight army operates very effectively 24" away from the opponent whilst also remaining mobile in terms of anti-infantry. Double-tapping with rapid fire weapons is a very effective way of inflicting lots of wounds of infantry models. Having storm bolters throughout the army therefore allow Grey Knights to effectively fight infantry from a distance and on the move as Storm Bolters effectively double tap at 24". This is really important when you consider how Grey Knight lists are built and how they play on the table. Importantly you rarely have to factor in dedicated anti-infantry units into your army as you've have a lot of S4/5 firepower which is effective from very early on. We'll look at how this affects the army's play style after we look at psycannons however.
The psycannon fits very well with stormbolters in that it is effective at 24"and can fire on the move. This has the great bonus of not limiting anti-infantry by taking what is effectively an anti-tank weapon (unlike in other Space Marine armies) which puts out the same (or more when stationary) shots as the storm bolter. This makes shooting at infantry units with psycannons and stormbolters have very little opportunity cost in potential firepower wasted (i.e. overkill of a missile launcher against an Ork). The real reason to take a psycannon of course is the ability it adds in the anti-tank department and this is where you see opportunity cost. Having a couple of mobile, rending, short-ranged autocannons per Grey Knight squad is amazing to have, particularly when they are stationary but when you end up shooting at infantry with the stormbolter/psycannon combo, you lose anti-tank potential and when you use the psycannons to shoot at tanks, you're losing stormbolter firepower against infantry.
This opportunity cost is mitigated when we acknowledge the 'repeition' and 'blandness' of the codex as nearly every infantry Grey Knight unit in a given army has this decision to make. By having so many units which encounter this opportunity cost, the Grey Knight army is able to overcome the potential loss of firepower and this combined with the effective range and mobility of these weapons creates a certain effective playstyle for Grey Knight armies built around Stormbolters and Psycannons. This is where the infantry units are outside of their transports. Rather than using their metal bawkses as bunkers, Grey Knights use them as extra cheap firepower (Psybacks) and quick mobility towards midfield. From there Grey Knight units operate on foot for the most part to maximise their firepower. This is due to their basic weapon (the storm bolter) being an effective anti-infantry weapon at range. This allows the Grey Knights to fight effectively on foot and at range unlike many other basic Troop units which rely upon rapid fire weapons as their main source of torrenting firepower.
Ultimately most Grey Knight armies (particularly ones focused on Grey Knight units) are going to operate around Stormbolters and Psycannons. There is nothing wrong with this though some people may feel this makes for a bland codex but does lead to Grey Knights being a very different mechanised force compared to other armies. Furthermore, each unit has some opportunity cost in terms of what potential firepower is being lost by shooting at infantry or a tank compared to the other. This is mitigated by the amount of units you can take which have these options available but target priority becomes very important for Grey Knight units when there are both infantry and tank units abound. In the end, Grey Knights have access to a lot of anti-infantry firepower built into the majority of their armies and each of their basic units has access to a weapon which adds a lot of anti-tank whilst still improving the anti-infantry ability of the squad. This allows the Grey Knight army to operate as a mobile shooting force very effectively from 24" and should be taken advantage of when you build and play with a Grey Knights army.
Lyracian 59p · 727 weeks ago
I think there is still a place for Incinerators, since they ignore cover, but they are not as versatile as the Psycannon.
Von Lettow-Vorbeck · 726 weeks ago
Sethis · 727 weeks ago
MathMan · 727 weeks ago
The other bit is that the enhanced reliance on the guys inside the tank makes the unit less reliant on being actually mechanized, especially given the Assault nature of all their guns. I might not bring it to a tourney, but a mostly-footslogging GK army with mobility elements is likely to be a lot more viable than most other foot Marine armies. Having units who are fully effective out to 24" and almost as much out to 30" helps mitigate a lack of ground speed.
MathMan · 727 weeks ago
I thought it might belong in this article, but maybe it'll be covered in Part X where X > 1.
Mycroft · 727 weeks ago
How much would you pay to make all your Psycannon shots str 8 and Storm bolters str 5?
Suddenly this unit is able to reliably Suppress/Destroy any transport less than a Raider AND shoot/assault it's contents. I think that upgrade is worth quite a lot.
Angelust · 727 weeks ago
Mycroft · 727 weeks ago
Sir_Prometheus · 727 weeks ago
Our maths...
(got to the GK tab. Maths are derived from the Weapons calc pages) https://spreadsheets.google.com/ccc?key=0AnFuN-yY...
Ajax · 727 weeks ago
Anyhow, I agree with Sethis's sentiment that this "slightly different mech" approach is a refreshing change for the better. Conceptually, I have no problem with Guardsmen hiding in their "metal bawkses," but it just feels wrong for Space Marines of all chapters... not that I want a return to the "Multi-Marine Warhead Rhino Cruise Missiles" of Third Edition, but anything that will encourage Marines to get out and shoot would be nice. Perhaps the move and fire X / stand and fire X+ concept should be extended for the heavy weapons of the standard Space Marines' Heavy Bolter? It would also have the benefit of making this sadly neglected, but oh so iconic, weapon a viable option for Tactical Squads.
Craftworld Eldar, I think, also need some sort of incentive to get out of their transports! DAVU is anathema to me... if I were to write their next codex, I'd be looking at the Grey Knights for a lot of ideas.
MathMan · 727 weeks ago
With cheaper Wave Serpents outfitted with antitank weapons they could end up with a similar approach, but the Dire Avengers would be motivated to stay in the transport for longer, due to its speed and because they don't have T4 nor power armor.
Ajax · 727 weeks ago
Ended · 727 weeks ago
Sir_Prometheus · 727 weeks ago
Ajax · 727 weeks ago
Kirby 118p · 727 weeks ago
Ajax · 727 weeks ago
Salean · 727 weeks ago
I place Psybolts on every unit capable of having them, I find the additional strength invaluable.
Sir_Prometheus · 727 weeks ago
Go to the Grey Knight page.
Ajax · 727 weeks ago
Antebellum · 726 weeks ago
And this is exactly why no one likes the Grey Knights if you're not already on their bandwagon. But you forgot their potent anti-infantry shooting and anti-assault psych powers.
Saramoff · 727 weeks ago
Sir_Prometheus · 726 weeks ago
Other than the number of special weapons allowed, Paladins have no offensive difference from GKT.
Carl · 727 weeks ago
Sir_Prometheus · 727 weeks ago
I do prefer redeemers, though.
ben · 727 weeks ago
Saramoff · 727 weeks ago
And whilst it is tempting to take it, it's still not worth it. The major plus of a Crusader is being able to have impressive anti-infantry firepower along side transporting terminators.
Kirby 118p · 727 weeks ago
ben · 726 weeks ago
Kirby 118p · 726 weeks ago
The reason S4 is important on the Hurricanes is you can move 6" and fire all your weapons with the Crusader whilst if they become S5 you cannot do this.
Sir_Prometheus · 726 weeks ago
Meh. I'm really only taking them cuz I can fit in 8 terminators, or something like a 10-man + a libby and other ICs. I'm also heavily using the multi-melta and TL Psycannon. Nothing wrong with the hurricane bolters, but I very rarely find myself in need of extra dakka. If I can fire them on the move, meh, doesn't really affect my plans any.
I much prefer the flamestorm cannons. Man, you'd think people would stop being surprised by those things. But it happens all the time, I roll up, and boom, 6,7 MEQs just evaporated, easy. People line themselves up for you sometimes, they're just not expecting it. I guess not enough people take redeemers for people to get used to it.
If I could get the transport capacity of a Crusader with flamestorm cannons on it, I would in a flash. Screw hurricane bolters.
Bongo · 727 weeks ago
Sir_Prometheus · 727 weeks ago
Ajax · 727 weeks ago
Sir_Prometheus · 726 weeks ago
ben · 727 weeks ago
TBH the debate i'm having with my self is where taking this set up (purgations with razor phy bolters) or purifiers with only two incinerators (again a free upgrade) but cleansing flame.
Kirby 118p · 727 weeks ago
Purgation squads or on Dreadnoughts or ICs is really the only place I'd recommend Incinerators.
In regards to Purgation squads I think a 2 psycannon/2 incinerator + Rhino or Psyback is a good buy in giving you flexibility and firepower.
Sir_Prometheus · 727 weeks ago
I'm just not interested in 20pt incinerators (except when relentless, as you mentioned). The astral sight upgrade seems........nominal. Just how often, exactly, is a target within 24" completely out of sight?
Kirby 118p · 727 weeks ago
Ajax · 727 weeks ago
Oi, how I wish the UPS guy would get here with my Destroyer Tank Hunter. 72" S10 AP2 Ord 2 will solve so many problems.
Jasonc · 727 weeks ago
Ajax · 727 weeks ago
If, let's say, a Devastator Squad was aboard a Razorback, they could not shoot as the lack of fire points means they cannot draw line of sight as there are no fire points... but the Purgation Squad ignores that.
Don't get me wrong, the "community" at the FLGS has argued this back and forth. Most of us came to the conclusion that this probably wasn't GW's intention, but that it is how the rules are worded. Unless some sort of errata is issued, this is how we'll continue to play it.
Hence, my ongoing quest to figure out reliable ways to blow these things up on Turn One.
buemmschaf · 727 weeks ago
ben · 726 weeks ago
Prometheus 101p · 726 weeks ago
Yeah, I get that. But even then, are you completely out of LOS from where the enemy will be 6", 12" later? Just doesn't seem worth paying the extra points. Even if you're trying to protect from charge.......GK just have enough ways to deal with folks trying to charge them.
Antebellum · 726 weeks ago
Kirby 118p · 726 weeks ago