Quite a few 9th books have forced some significant recalibrations of how armies fit together and this one is no exception, so well see how things shake out once armies get put on the table. The weapons page is really blurry but looks like statlines have ported across as expected (salvo turning to heavy for psycannon) and psilancer doing D3D. Hell yeaahhhhh. instead boosts the psychic might of your army each Psychic Phase the warlord can empower one nearby friendly Psyker to do +1MWs with any Witchfire powers. Every little helps, but its still not reliable; one of the dice needs to be a 6 for it to change anything, after all. Neat stuff. New and exciting is Empyric Amplification (WC7), which is your power for absolutely dunking someone you dont like. For 1CP, you get to swap out one of your secondariesbut you have to do it straight after both players reveal them, at which point theres unlikely to have been much of a change in your incentives from a few seconds before. Chapter Tactics (AA units in AA detachments gain the Chapter Tactics ability) Chapter Command (if your army contains any AA detachments) . 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. Ultimately, Grey Knights want to land their charges very, very badly, so anything that helps can be welcome in the right circumstances, but dont expect this to solve the problem by itself. Conveniently this was the third power shown off by WarCom, a kind of gimmick smite which you apply to a unit and which causes it to potentially take mortal wounds if it moves or charges. 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. Its probably a bit niche to see routine play with the timing it has, but also very open to players finding some sort of nonsense angle on it. Last up before we move onto datasheets, Secondary Objectives. The biggest standout is Unyielding Anvil, which is Rites of War but better not only does it provide an aura of ObSec for CORE and CHARACTER models, it also makes any models that already had ObSec count double when working out who controls an objective. no longer makes bolt weapons count as Psi. That means if you want three of your Strike Squads to all Hammerhand up before getting stuck in (and you may well want to, it slaps), they can. Thats a hell of a package, and one has to imagine that the reason some of the more potent tricks have been filed off the edges of this book is because the designers kept looking back at this datasheet nervously. Sanctuary (WC6) also returns, and sadly theyve finally put a sword through the heart of the OG source of bullshit invulnerable save combos. . Warcom already blew the reveal on whats probably the biggest news, which is that the sword now gets an option to make a sweep attack, and a good one too at S6 AP-2 D2. Switching off the ability to benefit from auras is obviously great, and can be very impactful against Adeptus Mechanicus, Dark Angels or Adepta Sororitas, which you may recognise as some of the games best factions! Click to share on Twitter (Opens in new window), Click to share on Facebook (Opens in new window), James "One_Wing" Grover and Robert "TheChirurgeon" Jones, Jack Hunter, Matthew "Rockfish" Herrington and Liam "Corrode" Royle, Matthew "Rockfish" Herrington, Jack Hunter, Colin Ward and Robert "TheChirurgeon" Jones, Garrett "John Condit" Severson, Robert "TheChirurgeon" Jones and MildNorman, Liam "Corrode" Royle and Robert "TheChirurgeon" Jones, FromTheShire, B Phillip York, Will "Loxi" Angarella, Rocco Gest and Marcille "Marcy" Donato, B Phillip York, FromTheShire and Robert "TheChirurgeon" Jones, Robert "TheChirurgeon" Jones and MildNorman, The Goonhammer Review of Codex: Thousand Sons (9th Edition), incredibly official Goonhammer store on RedBubble. Weakened from 8th, but still great alpha strike protection. The biggest losers from that process feel like Terminators of both the regular and Paladin variety losing, is a spectacular blow, and unlike some of the other big losses (most notably. ) : Grants the unit a hit re-roll when shooting, and ignores the benefits of cover. If you just want a robot guy to sit at the back and plink away, then sure you probably still pick this, but its a real shame that the upgrade angle is closed off. The warlord trait is probably less competitive, but is very welcome for other modes of play. What is the average price for a luxury home in Paris, France? This is super, super cool, and the power level is real expect this to be a common pick. Voldus is essentially just a straight-up better foot Grandmaster (though all pale in comparison to Draigo), and Sterns Zone of Banishment is now more strictly upside, so this can be a nice additional bump for picking this Brotherhood. What if you wanted the hit rolls to be boosted as well though? Register. is a nice clean +1 to wound in the first round of combat, never bad, while. Quite a few 9th books have forced some significant recalibrations of how armies fit together and this one is no exception, so well see how things shake out once armies get put on the table. It now just grants a flat 4++, which is fine if youre bringing larger squads of something like Purifiers, or trying to make Vehicles work, but doesnt let you pull off the nonsense of the old version. THATS_NOT_LASAGNA 2 yr. ago. as it works on ranged attacks too most Daemon hordes do, like massed bolter fire with RR1s attached. The, returns in a re-vamped form to protect you from Perils its now just a flat 9 aura of do not suffer Perils. They arent the only cool options, and a lot of these feel like theyre worth experimenting with. Elsewhere, First to the Fray returns with the same theme but a new effect. With the removal of lots of other options for boosting this, that can be very clutch, and its priced to move at 15pts. 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. E.g: Grey Knight Purifier Squad member vs. enemy tactical marine That means these are as tough defensively as the Grand Masters (they got the extra wound too), can benefit from most buffs in the book (including Unyielding Anvil for ObSec), and can sometimes actually hit harder in the fight phase than the Grand Master version thanks to having Hammerhand as their power. Layering these two effects on top of the other improvements these have received makes a spearhead of a GMDK and three regular ones look like the real deal both in Grey Knights lists and plausibly in soup. a bit niche to see routine play with the timing it has, but also very open to players finding some sort of nonsense angle on it. heeroyuy79 2 yr. ago. hes a vicious killer), gets AP-1 and D2 on his storm bolter and re-gains a 3+ invulnerable save via the, . Relic: Artisan Nullifier Matrix The floor of quality for 9th Edition books is higher than ever, and theres some decent stuff here the, are one of the best designed sets of upgrades out there, getting a strong Warpcraft Secondary rules, and theyve succeeded in making a Grey Knight. The Foresight strat costs you a mere 1CP, and just straight up gives a Psyker unit RR1s to hit and wound in either the Shooting or Fight phase (and you could of course use it in both, in the right situation). He also provides a RR1s to hit aura for all Grey Knight CORE units (rather than being Brotherhood locked like a regular GM), is a 2-cast Psyker, and has the new version of Chapter Master in place of his old re-roll aura (presumably why the price went down). Its worth noting here that this only applies to the regular ones the Venerable Dreadnoughts are Honoured Knights, and therefore cant benefit. , which halves the move characteristic of a targeted unit. As in other miniature wargames, players enact battles using miniature models of warriors and fighting vehicles. Top stuff, and likely to see play in most lists. psychic power and a free fight on death. is probably the biggest change, and sadly is. overall, but honestly even if youre already running Wardmakers he isnt mandatory. is still a cute but absurdly high-risk gimmick where you trade re-rolling one of Sterns hits, wounds or saves for the opponent getting a floating re-roll of the same in their turn, but, has received an upgrade. Realistically, unless you have a specific plan for a relic or a gift of the Prognosticars the price difference between one of these and more exciting options (i.e. Your largest adult son can enjoy one turn of the old-style 3++, which is extremely cool. Pretty much everything else just keys off GREY KNIGHTS or GREY KNIGHTS CORE. Its now +1 to Advance and Charge rolls for the Warlord, and if theyre in Engagement Range of an enemy unit any of your other units that charge that unit also get +1. Grey Knights don't rely as much on their Tides as they did in the previous version. It does feel like some sort of cast boost is conspicuously missing though, and the Sanctic Shard should probably have been left alone.. As some of the finest Psykers in the galaxy its only fitting that Grey Knights get multiple psychic disciplines, with both the Dominus and Sanctic Disciplines returning from 8th. price you pay for all this is dropping down to a single cast, but thats rather offset by them also being substantially cheaper a GMNDK with the sword, psycannon and psilencer is now 205pts, down from 235pts before, leaving you plenty spare to buy them the teleporter and/or the, Brother-Captains have had their aura tweaked, and now fill the Lieutenant role for Grey Knights, providing a Brotherhood-locked re-roll 1s to wound aura, and also access to the, strat for cast boosts. It now means that any Deny roll by the bearer of an unmodified 8+, denies the power youve pointed at. Where it really boosts things is if you also have +1 to Charges from. Thats a hell of a package, and one has to imagine that the reason some of the more potent tricks have been filed off the edges of this book is because the designers kept looking back at this datasheet nervously. 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. The psilencer is the only tool that gets a bit of a sidegrade, gaining S and AP at the cost of dropping to D1, but with 12 shots its excellent with Empyric Amplification. Check that out below! You want to hit hard, hit fast and leave no witnesses. Finally, you get an extra wound and inch of movement at full health. Grey Knight Terminator Justicar: Nemesis Warding Stave, Storm Bolter 3x Terminator: Nemesis Force Sword, Storm Bolter Terminator: Nemesis Force Sword, Psycannon + Elites + 5x Purifier Squad: Power- Purifying Flame Knight of the Flame: Nemesis Force Sword, Storm Bolter 4x Purifier: Nemesis Force Sword, Storm Bolter This gives you a handy aura of +1 to manifest Blessing powers, which includes Hammerhand, Astral Aim Sanctuary and Gate. Youve also got two Rhinos, which can either have all the Strikes or two Strike Squads and the Purifiers. 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. If youre going hard on Dreadknights as well you can add these in for a very defensively skewed list with a pretty broad damage output, which might confound some opponents. Having both the ranged and melee boosts bundled into one reduces the awkwardness of needing to switch between them for different kinds of offence. That rockets it to being a near-auto take, something thats also true of the heavy psycannon, which jumps to S8 AP-2. Thats strong stuff as Tsons your plan is always going to involve some level of mind bullets, and +1 to cast helps you achieve that in all your games. The first edition of the rulebook was published in September 1987, and the ninth and current edition was released in July 2020. 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. You probably need to be ready to Strategic Reserve the plane if the opponent has big guns, then bring it on and immediately Sanctuary it on turn two but if you do that its kind of OK? Keeping this is great news, as even though its 3CP for a full squad this is the exact kind of army where thats a deal youre still going to want to take sometimes looking at you, Paladin brick. 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. Its not all doom and gloom though the Banner of Refining Flame changes to a rather more exciting version thats plausibly worth a look. These arent as deep as the subfactions in some armies, but the additional powers are free real estate, and there are three Brotherhoods where the combination of tools really stands out. As you might be able to guess from that build up, and some of the comments earlier, Ive found this book a bit disappointing, and think it ends up in the pool with Blood Angels as something of a miss. Untainted and Unbowed on Purifiers is now where -1D lives, and Paladins instead have a stratagem to swap out one of their powers, leaning into their new role as Sanctic swiss-army knives. Tide of Celerity can help you out in a turn where youre planning to make a lot of charges or badly need to seize some objectives. Meanwhile, the 5+ invulnerable save provides a defensive option thats relevant in far more of your games, and one thats genuinely transformational for a bunch of the otherwise boring Marine vehicles and also powerful on a few Forge World choices. If you really try you can get +2MWs out of this a turn, but its hard enough work that you probably wont bother. Finally, you get a couple of Litanies to shut down your opponents tricks Intonement for Guidance still allows you to ignore all hit roll modifiers, while Refrain of Convergence is a swanky new toy that dispels any ongoing psychic powers and opponent has cast on one of your units, and also makes them immune to further powers, mirroring the Sisters version. Theres also the, , which is a bit pricier (30pts) but might have some potential. 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. . These kick ass. Its very unlikely to be the dominant way to play Grey Knights, but its something I can imagine pulling off a surprisingly decent performance in the right hands. This ability gives you access to five different Tides of the Warp that provide a bonus for every Psyker in your army. Such is their power and psychic mastery that the Sons of Titan can turn the fickle eddies of the warp itself against the very creatures it nourishes. It now means that any Deny roll by the bearer of an unmodified 8+ automatically denies the power youve pointed at. It grants the warlord access to a new Psychic Action that allows them to apply a 4+ invulnerable save to a friendly vehicle. Meanwhile, the 5+ invulnerable save provides a defensive option thats relevant in far more of your games, and one thats genuinely transformational for a bunch of the otherwise boring Marine vehicles and also powerful on a few Forge World choices. , which is your power for absolutely dunking someone you dont like. They can also upgrade basic box Dreadnoughts to be a bit more fearsome and re-roll their charges, so if you want to toss stubby robots around with Gate of Infinity, this is where you go wild. If thats what your list needs, go wild. I do also find it amusing that a Stormraven Gunship looks genuinely close to valid in this army. This is obviously much weaker than the version of these effects that trigger at the start of the first Battle Round (since you have to declare it before you know whos going first), but if you decide you want to be putting more of your units into reserves than youre normally allowed, or want to try and pull some mind games, there might be something here. A big part of Grey Knights late-8th glow-up was the addition of the Masters of the Warp ability, and its back, still as their pure bonus for armies entirely made up of GREY KNIGHTS units (with the normal exclusions for UNALIGNED and AGENT OF THE IMPERIUM). This obviously means that youll frequently have multiple units with each, and to deal with that all of these powers work like Smite they can be cast multiple times, with the Warp Charge going up each time you do. Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings. Tide of Convergence 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 more deadly in a fight. 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. WarHammer 40K 7th ed - Adeptus Mechanicus - Skitarii. Daemon Slayer does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. Firstborn Marines everywhere else Grey Knights. Kaldor Draigo 180 Your largest adult son can enjoy one turn of the old-style 3++, which is extremely cool. A surprisingly huge list here, with a relic version of almost every weapon (all basically fine if unexciting) and then some more interesting ones on top of that. More on that later. Its cool just on baseline, but why is it. plus two Psychic Disciplines Sanctic and Dominus. Your basic stubby boxnought is probably better here than in most places, as theyre a Psyker with the ability to boost their own saves with Armoured Resilience, and if youre running as Preservers can be upgraded to be extra spicy in a fight with a buff to Movement, re-rolling charges, and +1 damage in the first round of combat. The 111-page-long Warhammer 40k 9th edition Grey Knights codex was released in August 2021. Rounding things out, you get two thematic options in Daemon Slayer and Psychic Epitome. Thanks to the commenters and patrons who pointed this out! Servant of the Throne (20pts) is much more hero-hammer focused and allows the bearer to, once per game, activate a 3+ Invulnerable Save for a phase when they are chosen as the target of the attack and yes reader you can put it on a GMDK. 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. is now more strictly upside, so this can be a nice additional bump for picking this Brotherhood. The usual boilerplate about Vehicles not being able to take relics is conspicuously absent, and there are no keyword restrictions on this, so now when your opponent points their lascannons at your GMDK it can teleport straight behind a mid-table wall, and woe betide them if they throw some incidental shots at him at the end of the phase. Hammer of Math: Critical Mechanics in 10th Edition, The Arks of Omen: The Lion Datasheets Review, Goonhammer Miniature Review: Lion ElJonson, Arks of Omen: The Lion The Goonhammer Review, Goonhammer Historicals reviews Never Mind The Billhooks Deluxe Edition, Blood Bowl Lizardmen: From Sprue To Pitch, Eldfall Chronicles Faction Focus: Sand Kingdoms, The Final 9th Edition Dataslate and FAQ update: The Goonhammer Hot Take, This Weekends UTC Events: April 14, 2023. The biggest standout is, but better not only does it provide an aura of ObSec for CORE and CHARACTER models, it also makes any models that already had ObSec count double when working out who controls an objective. $5. Sadly, that does stop it helping you push powers through, and the Sanctic Shard has also seen a re-write to be more of a defensive tool. The other thing the Wardmakers get is some Named Characters both Voldus and Stern now sport this keyword. : boosts the range of Psi weapons and allows Nemesis weapons to score mortal wounds on an unmodified 6 to wound. Grey Knight detachments have a couple of limitations: All units in Grey Knight detachments gain The Aegis (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. Overall, youre very likely going to want at least the first two of these most of the time, and some lists might want to apply a third to create a combat monster. Tide of Shadows has a pretty obvious impact but is no less strong for it if you lose the roll-off you can throw it up for a bit of extra durability out the gate, and its particularly strong on Nemesis Dreadknights, who have a base 2+ save to layer it on top of. Conveniently this was the third power shown off by WarCom, a kind of gimmick smite which you apply to a unit and which causes it to potentially take mortal wounds if it moves or charges. The others arent as exciting, but arent terrible either. 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. Pointed at the warlord access to five different Tides of the old-style 3++, which is extremely cool the! You also have +1 to wound apply a 4+ invulnerable save to a rather more exciting thats! Its cool just on baseline, but why is it be boosted as well though 4+ invulnerable save a. 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