Tuesday, March 8, 2011

The latest GK rumors


From various sources, taken from the arrival of the GK Black Boxes from around the world:
  • Nemesis Force Sword is +1 to inv save if they already have one.
  • Nemesis Force Halberd is +2 to initative.
  • Nemesis force stave 2+ invun to close combat wounds.
  • Brotherhood Banner -25 points. +1 attack to unit, and all models in the unit automatically pass there pyschic test for there force weapon.
  • Interesting factoid -Psybolt Ammo gives +1 Strength to Stormbolters,Hurricane bolters,Heavy bolters, Auto Cannons and Assault cannons.
  • Warp Stabilization Field allows Librarian to transport vehicle using the Summoning Power. Servo Skulls act like mystics with extra goodies And Brain mines means affected unit cannot act that assault phase
  • Psycannon: S7 AP4 Assault 2, Heavy 4, Rending
  • Heavy Psycannon: S7 AP4 Large Blast Rending
  • Heavy Incinerator operates like the hellhound(+12")
  • Doomfist are basically Nemesis Dreadnought CCW(ie S10 powerfists)
  • Nemesis Greatsword is S6 but allows rerolls to hit and wound
  • DK Daemonhammer is S10 Thunderhammer
  • All nemesis weapons have daemonbane which basically ignores eternal warrior for daemons and psykers.
  • Psilencer? It's got: Range of 24" Strength 4 AP -Heavy 6 There's also the option for a Gatling Psilencer, which has the same stats excepts it's Heavy 12 A Psilencer always wounds Daemons on a roll of a 4+ unless the score required to wound would normally be less.
  • Psyk grenades has random abilities (waiting to hear more) Rad grenades are -1T Blind grenades are defensive


UPDATE: 10:33am PST, 3-8-11

The First wave has been confirmed!

Grey Knight Codex Softback – £17.50 RRP

Grey Knights Boxed 5 man Set -£20.50 RRp

Can be built as;

* A Grey Knight Squad
* Interceptor Squad (Can teleport 30″ once per game)
* Purgation Squad (Heavy Support can have psy-cannons, psilencer or incenerators. Have psyk-out grenades and can fire at targets the can not see due to Astral Aim.
* Purifier Squad (Elite Squad with 2 attacks and the cleansing flame psychic attack)

The Grey Knight Nemesis Dreadknight – £33 RRP

Grey Knight Terminators / Paladins – £27.70

(Paladins are two wounded ws5 terminators with apothecaries)

Lord Kaldor Draigo – £13.80 RRP

(HQ choice that makes Paladins troops and grants D3 universal special rules)

Castellan Crowe – £10.25

(Makes Purifier Squads Troops)

Jokaero Weaponsmith – £7.70 RRP

An awesome space monkey!



UPDATE: 1:53pm PST, 3-8-11

'm surprised pictures haven't leaked already - saw the pre-release sheet earlier.

While the models are all nicely done, especially the terminator command squad bits, they don't seem to have the WOW factor I was hoping for.

The Jokaero looks pretty small - goblin size, is hunched over and has a few tech/bionic bits, that almost look like a mechadendrite. At his price point he seems costly, like DE razor bird costly.

A lot of the models can come with paired swords, while nice, looks a bit funny.

A plaguebearer head impaled by a great sword and severed daemonette and bloodletter heads carried as options between the power armour and termi squads.

The only major aestheic changes are the Special weapons - they all have top handles for the most part, with often over sized ammo boxes etc, looks odd. The psycannon/psilencer? no sure which one? looks like a cross between the old version,and a grenade launcher with a vehicle stormbolter ammobox stuck on.

The biggest part that they seem lacking is with the helmets sadly. They also seem to be slightly 'off' almost like the homemade ones people make by filing down normal termi heads etc, like they've taken too much off and had no time to do a replacement - but again it's only my opinion.

Despite his fluff heresies the Draigo model is very nice, termi with ornate sword and very fancy and large stormshield (think FW blacktemplar shield size, if not slightly bigger)

The guy that has rending with no power weapon (:cuss???, only grey knight in the list like it as far as I know?) seems ok, but he suffers from brother captain stern style posing.

The Dreadknight while a nice and very lovely model - just does not fit the imperium of man or dare I say it even the grimdark world, far too smooth and none archaic looking, would look much better in a tau pr possibly necon army.

All the guys with hammers look great, and are holding them in lovely action poses.

The Terminators are the winners overall (it would be draigo, but his fluff marks him down ) - the Termi Apothecary bits are my personal fave. They have an impressive looking three barelled special weapon banners etc.

All the stormbolter arms look like they come open palm, closed fist, like the sanguinary guard.

The bare head for the termi captain they used somehow resembles a monkey, satyr horn or the conan style space wolf head, not a fan of it

Any questions feel free to ask.

The Teleport squad have perculiar little tesla coils that stick out of the backvents/vains.

The Termi's make both normal/paladin and cmd squd versions, and from looking at it the power armour guys come with all options, including the special/heavy weapons, though I am unsure if you need to buy more than one box to get a full unit armed with identical weapons.


UPDATE: 11:27pm PST, 3-8-11


what do the following pieces of wargear do:
-psychotroke grenades (Random abilities from 1- nothing to 6- models in unit make individual test and those that fail attack own unit first)
-orbital strike relay (basically same as space marine but more choices/options per turn used)
-daemonblade (random daemonic abilities)
-hellrifle (36" S6 AP4 rending Possibly Heavy1)
-condemnar boltgun (missed this one)
-null rod (and this)
-psyocculum (and this)
-scythian venom talon (+2 poisoned weapon that I think can attack owner)
-ulumeatni plasma syphon (unit firing plasma weapon/s at unit containing this are treated as BS1)

-orbital strike relay (basically same as space marine but more choices/options per turn used) 3 option, barrage, lance and psy-out
-hellrifle (36" S6 AP4 rending Possibly Heavy1) 36", str 6, ap 3 heavy 1 rending
-condemnar boltgun 25", str 5 Ap - ass 1, psi-shock
-null rod power weapon, unsaved wounds on a psyker inflicts instadeath, bearer and squad cannot be affected by psychic powers (friend or enemy)
-psyocculum BS 10 when shooting a psycher (assassin has one AFIK)


Saturday, February 26, 2011

Beauty and the Beast


This is a fun list for Dark Eldar that I had lying around.  Does it work?  I have no idea but in theory it should do OK.  The Duke gives the Wyches a 1/3 chance to receive FNP and the combat drugs on everything is a very welcome addition to a rather fragile army.  If anything, this army will hit like a truck and have enough bodies to contest and control.  Even though the Duke's squad will be hanging back and claiming an objective, I decided to give his squad Splinter Cannons to help shoot bio units at long-range.  Besides, this list has a good amount of Blasters in it that I'm not really worried.

1988
18 kp

HQ:
Duke = 150
Succubus (Agonizer/BP) = 100

TROOP:
20x Warriors (Sybarite/PGL/BP, Blaster, 2x SC) = 260
10x Wyches (Raider NS, Hekatrix/Agonizer/BP) = 215
10x Wyches (Raider NS, Hekatrix/Agonizer/BP) = 215
9x Wyches (Raider NS, Hekatrix/Agonizer/BP) = 205

ELITE:
3x Trueborn (Venom NS/SC, 3x Blaster) = 156
3x Trueborn (Venom NS/SC, 3x Blaster) = 156
3x Trueborn (Venom NS/SC, 3x Blaster) = 156

HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125

I plan on running this list very soon so I'll give you guys a quick heads up on how things go.

Tuesday, February 22, 2011

My GK match-up predictions


I wrote a article over at Bell of Lost Souls on all the GK matchups.  Please take a look at the article here.  I'll write the short-hand donation here and you guys can agree/disagree with me.  Be as vocal as you can because I love seeing other people's point of view.

GK = Marines (SW, BA, Vanilla)
GK > Chaos Daemons
GK = CSM
GK < Dark Eldar
GK < Eldar
GK < Imperial Guard
GK > Necrons
GK > Orks
GK < Tau
GK >= Tyranids
GK < Witch Hunters

Summary:
5 equal matchups
4 favorable matchups
5 unfavorable matchups

In short, I think we'll see the metagame shift towards plasma weaponry because elite armies with small model counts do not mix well with Plasma Cannons.  I know this, in every sense of the word because of 4th Ed. Dual Lash with max Oblits.  Dark Eldar also ripped me a new one in 4th and I think we'll see the same amount of damage done this time around.  Mech Tau just eats elite MEQ for breakfast, Eldar will be very strong still and Mech IG is just lol.  Witch Hunters is still a very competitive codex, don't let anyone tell you differently.

Go read the article, come back and let me know what you guys think.  I'm eagerly waiting your replies.

Monday, February 21, 2011

My Grey Knight paint scheme


Everyone has a paint scheme and the one I use is pretty ancient.  This is the method that I was taught so many years ago and it's the same one I use today.

  • GW White Primer
  • Heavy drybrush Boltgun Metal
  • Badab Black wash
  • Mithril Silver drybrush
  • Enchanted Blue on the eyes and Psycannon
  • Asurman Blue wash on the eyes and weapon
  • Icy Blue dot on the eyes
  • Shining Gold on the gothic wording
  • Ogryn Flesh wash on the wording after
  • Red Gore on the purity seals/books
  • Menoth White Highlight on any cloth
  • Devlun Mud wash on the purity seals and cloth
  • Apply washes and such as needed


The end result looks something like this:


With the upcoming Grey Knight codex, I might try something new.  Devlun Mud wash instead of Ogryn Flesh and Black Primer instead of white.  What that'll do is darken the entire model and bring out the Mithril Silver drybrush contrast a lot better.  It'll also make the eyes shine a lot more.

What do you guys think?  I'm not the greatest painter, so I'd like some feedback.  I'd also like to hear what you guys are planning to do with your mans.

Saturday, February 19, 2011

My GK army lists

One thing's for damn sure:  No more dual Land Raider crap if you want to play competitive.  Believe it or not, I've never played dual LRs for pure GKs.  I don't believe in taking 250+ point transports when most of the army is already so damn expensive.  Maybe because I like playing with a lot of Grey Knight Terminators and thus I spent most of my time DS'ing or footslogging.  You know what, I'm doing it again for this upcoming codex.  Now that the rest of my troops can take Rhinos, they're going to be the ones taking objectives and getting things done.

Check out my army lists:

2000

HQ:
Mordrack = 200
+10x Ghost Knights (Halberds, 2x Psycannon, 3x Warding) = 430
Lv.2 Librarian (Warding, +3x Powers) = 200

TROOP:
10x GKSS (Rhino, 2x Psycannons) = 260
10x GKSS (Rhino, 2x Psycannons) = 260
5x GKSS (Rhino, Psycannon) = 160
10x Terminators (Halberds, 2x Psycannons, 2x Warding) = 490

In this first list, you'll see my love of Grey Knight Terminators play out with purpose.  GM Mordrack enters battle on turn 1 with his retinue of Ghost Knights and start pouring down the fire.  They will find a good place to take cover from and lay down suppressing fire and will cast Psychic Communion so reinforcements can arrive.  Depending on the mission, Mordrack's Grand Strategy will either give the Librarian's Terminator unit Scout or re-roll 1s if I want things deader.  Scout allows me to outflank with +1 to reserves from PC, and I can always DS straight in another strategic location if I wanted to.  The Lv.2 Librarian has +3x powers which will probably be Quicksilver, Might of Titan and Summoning.  Quicksilver allows Grey Knights to fight glass hammer CC like Harlequins and triumph, Might of Titan punches through armor with ease and Summoning can bring squads to reinforce the front lines or bail Mordrack's squad of dudes out of trouble.

+++++++++++++++++++++++

2000

HQ:
Lv.2 Librarian (Warding, +3x Powers) = 200
Castellan Crowe = 150

TROOP:
10x GKSS (Rhino, 2x Psycannons) = 260
10x Purifier (Rhino, Halberds, 2x Psycannons) = 315
10x Purifier (Rhino, Halberds, 2x Psycannons) = 315
10x Terminators (Halberds, 2x Psycannons, Warding) = 470

HEAVY:
5x Purgation (Razorback, 4x Incinerators) = 145
5x Purgation (Razorback, 4x Incinerators) = 145

This next list focuses more on Purifiers and how awesome they are.  The extra attack and Cleansing Flame makes fighting horde units exceptionally awesome.  The Librarian has +3x powers again and he'll hang out with the Terminator squad with Crowe.  I'm not sure whether I like Halberds or Hammers yet but I'm sure that Quicksilver makes Halberds rather obsolete.  We'll see though.. since there's plenty of stuff that's still a mystery (like all the wargear options).  The rest of the units is pretty self explanatory.  My Purifier loadout features Halberds because the extra +I will allow me to engage MEQ without fear.  The GKSS unit is also pretty standard with 2x Psycannons and the Rhinos are there to keep my precious GKs safe from harm.  Depending on what kind of scenario the game is, I'll either sit back and shoot with my Psycannons or engage in a full out assault because my 2 Incinerator-totting Purgation squads are begging for some action.  This list is best used with the Librarian's unit footslogging and laying down firing support (plus drawing fire) or coming in via DS while the rest of the army surges forward.

I spent the better half of 4th Ed. footslogging my Grey Knights into their deaths by Nidzilla, Tau Suit spam, Dual Lash and other power lists.  As much as I'd like to get revenge for all those brave battle-brothers lost, I'm more or less disappointed with the new book.  It might be the old school GK player in me, but I don't think the new book captures the essence of Grey Knights at all.  I'm pretty sure it's a Mat Ward book because the fluff is outrageous, there's a serious overdoing of psychic and I have no idea why all 3 branches of the Inquisition is in a GK codex.  For some reason, I feel like I'm playing Thousand Sons minus the PE: Daemons.

Tuesday, February 15, 2011

Some special rules for our Daemon friends


Well, it definitely looks like Grey Knights will have the upper hand vs. Chaos Daemons in April.  That is.. unless we provide them with a bit of fair play.  What do I mean by that?  I mean house-ruling some stuff just for them.  There is nothing fluffier than Grey Knights fighting Chaos Daemons.  I mean, come on:  Daemons' not a super strong codex to begin with.  Fatecrusher doesn't mean jack because not everyone and their mother wants to play that crap.  Now that Grey Knights are going to come out and more than half the army is geared towards eliminating Daemons, how do we make things more balanced?

If I fought against a Daemon player, I would grant him these special rules:
  • Your entire army can DS on Turn 1 instead of randomly rolling for which half.  In addition, the Daemon player can choose to deploy normally via the mission rules.  Why?  Because the Chaos Gods wants mankind completely destroyed, no one, not even the most righteous defenders of mankind will stand in their way.  I call this rule:  For the Glory of Chaos.
  • At the beginning of the game, Daemon players can choose D3+2 units and give them the ability to outflank.  Why?  Because the Grey Knights are completely surrounded by the forces of Chaos and the only one that's capable of helping them is the Emperor.  I call this:  The Darkest Day.
  • Which brings us to our next rule:  All Daemons have without number via the old 4th Ed. Tyranid rules with a daemonic twist.  If a unit of Daemon troops is completely destroyed, they may choose to come down via DS next turn or walk on their side of the field with their full unit intact.  I call this:  Daemonic Infestation.
What do you guys think?  I personally accept the challenge.

Sunday, February 13, 2011

Pure Grey Knights


First, make sure to check the previous rumor thread.  It's currently 2:12am over here and Commissar posted a bunch of new rumors.  This post, however, will deal with building a pure Grey Knight force with the new codex. That's right, pure GK, forget all that Inquisition stuff.. even though the Vindicare Assassin is so crazy good it's outrageous.

Here's all the "pure" Grey Knight info that's needed to start building army lists:

Grand Master - 175 points
WS6 BS6 S4 T4 W3 I5 A3 Ld.10 2+/4++
The Grand Strategy is the ability of the Grand Master to give one of four special rules to D3 units (Infantry, Jump Infantry, MCs, or Walkers, NOT Inquis. Warbands, ICs, or Modrak's Ghost Knights). The rules are:
-Hammer of Righteousness: Nominated unit re-rolls to wound rolls of 1 for the duration of the game
-Shield of Blades: Target unit gets Counter Attack
-Spear of Light: Target unit gets Scouts
-Unyielding Anvil: Target unit gains Scoring


Brother Captain - 150 points
Same as GM except for -1BS
BC and GM can take Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digi weapons, psybolt ammo, empyraen brain mines, psychostroke or rad grenades, and an Orbital Strike Relay. Oh and MC weapons. And all three are alll in Termi armour.

Librarian - 150 points for Lv.2, +50 points for Lv.3
See GM stat line -1 WS -2 BS -1W -1I -1A

Hammer Hand: +1 strength in Close Combat
Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap.
Holocaust: S5 AP - Large Blast 12"
Quicksilver: Unit becomes Initiative 10
Warp-Rift: Template that auto removes models from play
The Summoning: A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deepstriking.
Smite: As C:SM
Might of Titan: Beginning of librarians assault phase. Unit within 6" gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammerhand.
The Shrouding: Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).
Mind Blades: Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.
Vortex of Doom: As C:SM
Sanctuary: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.
Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.
Heroic Sacrafice (Brotherhood Champion only): In assault, when the champion dies take a psychic test. If passed, make one attack against any one model that was in B2B with him. If the attack hits, that model is instantly removed!
Cleansing Flame (Purifiers only): Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.
Astral Aim (Purgation Squad only): Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.
Reconstruction (Techmarines only): Beginning of techmarine's movement. Re-roll any repair roll.
Fortitude (Vehicle only): At the start of Grey Knight player's turn, removes any shaken or stunned results.
Zone of Banishment (Captain Stern only): During Stern's assault phase. All other models (friend and foe) within 6" make a strength test or are removed from play. Daemons must re-roll passed tests.

Brotherhood Champion - 100 points
The Perfect Warrior: In the assault phase, after the move but before the hits, the Brotherhood Champ MUST select a stance from the following list:
-Sword Storm - The BC makes an attack on all models in B2B contact with him (But he doesn't get the bonus for charging)
-Blade Shield - Can't attack, but gets to reroll ALL failed saves until the end of the phase
-Rapier Strike - Champ makes D3 (Or D3+1 if he charged) attacks at I10 that MUST be directed at an MC or Independent Character in B2B contact.

Lord Draigo: WS 7 BS 6 S 5 T 5 W 4 I 5 A 5 Ld 10 Sv 2+ Points 275
Wargear: Titan Sword (str 10 vs demons and psykers), Storm Shield, Frag, Krak, Psyk-out grenades
Options: ?
Special Rules: Lord of Titan (take Paladins as troops), Psychic Mastery 2, Eternal Warrior
Psychic Powers: Hammer Hand, Psychic Communion, Cleansing Flame

Castellan Garran Crowe - 150 points
-Head and Brotherhood Champion of the Purifier Order
-Wielder of The Blade of Antwyr, a super daemon sword that not only attracts heretics and daemons like flies, but tries to corrupt and possess the wielder, thus it was entrusted to the Purifiers to keep safe. Crowe is the only one with the fortitude to keep it under control.
-Stats: 8 4 4 4 2 6 * 10 2+
-150 pts
-The reason for the * on his A slot is because he has the same "The Perfect Warrior" ability that Brotherhood Champs have
-Artificer Armour; Frak, Krak, and Psyk-Out Nades, Storm Bolter; Iron Halo
-The Blade of Antwyr: Close Combat Weapon, but the turn his unit GETS assaulted they gain Furious Charge and re-roll all failed to hit rolls for that Assault Phase
-Master Swordsman: His CC attacks are Rending and Rend on a 4+
-All the rules a regular Broterhood Champ has
-Purifiers are TROOPS with Castellan Crowe

Brother-Captain Stern - 200 points
-Stern is NOT a Mephiston like beast. The idea makes me chuckle. He is good though.
-Standard Brother Captain Statline & Equipment
-Strands of Fate: Stern can reroll one to hit, to wound, or saving throw die PER PHASE. However, for every one you chose to roll, your enemy can reroll one of his own later in the game.
-Zone of Banishment: Psychic Power used in the assault phase in place of his CC attacks. ALL models within 6" (Friendly and enemy, and himself!) must take a Strength test. Those that fail are dragged into the Warp AKA removed from play. Daemons must reroll successful saves.

Grand Master Mordrak - 200 points
-6 6 4 4 4 5 4 10 2+
-He has the usual GM equipment plus a MC Daemonhammer (The bigger, nastier version)
-Usual GM rules
-First to the Fray: If he deploys via Deepstrike, he and his unit arrive first turn and does not scatter
-Ghostly Bodyguard: These be Ghost Knights. They count as Terminators (Regular, not Paladin) but have Stealth, one unit only. Mordrak acts as an upgrade character for them until such point as they are all dead. If Mordrak suffers an unsaved wound, at the end of the phase roll a d3. If the result is equal to or greater than his remaining wounds a Ghost Knight appears. You place it in coherent with him and it counts as part of his unit. Default wargear, no upgrades. Placed in B2B contact with the enemy unit Modrak is fighting or within 1" of him otherwise. If you don't have a GK on hand, or there's no room, they don't materialize. It's possible to materialize mid assault apparently, and if the GK does, he can make an attack if the wound was caused by an attack of I5 or higher. If not, he just appears. If Mordrak dies, the Ghost Knights go bye bye.
-Ghost Termies are 32ppm and can take normal termie upgrades.

Grey Knight Strike Squad - 100 points for 5 dudes including Justicar, 5-10 max
20ppm after for each one, 10pts for a Psycannon, 20 for Incinerator, 1 special weapon per 5 guys in the squad.

Grey Knight Purgation Squad - 100 points for 5 dudes including Justicar, 5-10max
Free Incinerators, +10 for Psilencers, +20 for Psycannons

Grey Knight Purifier Squad - 120 points for 5 dudes including leader, 5-10max
24ppm after, Purifiers are WS4, have Cleansing Flame, is +1A, +1Ld vs. a GKSS and can take free Incinerators.  Their Halberds also cost +2 points instead of +5.

Grey Knight Terminator Squad - 200 points for 5, 40ppm after, 5-10 max
Every 5 can take a special weapon.  Warding Staves count as NEMESIS weapons and thus follow the "ANY model" heading.

Grey Knight Paladin Squad - 55ppm, 1-10 max
+75 points for the Apothecary upgrade, every 5 can take a special weapon.  Warding Staves, same thing.


++++++++++++++++++

Brothers!  Strike for the Chapter and the Inquisition!

Before we continue, we must think about two key aspects of the Grey Knights' rumor:  The fact that Storm Bolters count as a pistol (so +1CCW/BP attack bonus) and the fact that the Nemesis Warding Staff gives a 2++ invulnerable save.  These two prospects are ridiculously powerful and I'm doubtful that they're true.  Why?  Because it would make our basic Grey Knight absolutely vicious in combat.. with 2 attacks base, 3 on the charge with Power Weapon-equivs.  This would also mean that our Terminators will have 3 attacks base because the +1CCW/BP bonus works for Terminators.  Paladins come to mind here because 3 WS5 attacks striking at I5 because of Halberds are insane.  Lastly, the Nemesis Warding Staff:  A straight-up 2++ invulnerable save that counts as a power weapon is just too powerful.  The fact that Terminators and Paladins have access to these and can be taken on any member of the team just smells of broken.  Imagine a full unit of 10 Paladins with 10 of these.  It's a point sink unit for sure, but the unit is literally invincible.  Not to mention the Grand Master can make them scoring..

Let's take a look at our HQ choices for a second.
For 175 points, we get a Terminator-armored Grand Master with 2+/4++.  His ability to make units scouts, count as scoring, have counter-strike and re-roll 1s to wound is absolutely fantastic.  The BC is no longer a viable choice because for 25 points more, we get a GM.

The Librarian is also a fantastic buy for 150 since he also comes with Terminator armor.  If you upgrade him to Lv.3 Mastery, he gets to use 3 psychic powers a turn.  Better yet, he gets access to the Nemesis Warding Staff which gives him a 2++ invulnerable save.

Which psychic abilities am I looking at?  Quicksilver, Might of Titan and Mind Blades.  The Summoning, Sanctuary and Warp-Rift also come into mind here.  Why?  Because I10 on your entire unit in the assault phase removes all high I CC counters to your GKs.  Harlequins, Genestealers, Wyches, not a problem.  Might of Titan gives you 2d6 to armor pen for all vehicles and +1S that stacks with Hammerhand.  You cast this while your GKT cast Hammerhand and things just fall over dead.  Mind Blades reduces the toughness of a unit within 6" by 1?  You cast Quicksilver, Might and Mind Blades and your unit casts Hammerhand and you get S6 vs. T3 (MEQ) Power Weapons that strike at I10 and cause instant death because of double toughness.

Summoning brings Paladins to your aid whenever you need, Sanctuary keeps them safe from being charged and makes hordes cry even more than Purifiers, and Warp-Rift just sinks of blue cheese.

For generic HQs, the Librarian and the Grand Master are fantastic buys for your army.  The above speaks for itself.

Now what about Special Characters?
Stern take can a seat because BC stats and a psychic ability that rapes your units as well is his is not welcomed in my army of elites.

Lord Draigo is crazy expensive at 275 points, but comes with all the right tools to make good use of his points.  EW, T5 W4 with 2+/3++ makes him virtually a god that'll never die.  The fact that he can take Paladins as troops is also amazing because he also has the Grand Strategy that can make them re-roll all 1s to wound or give them counter-attack.  If you need more lols, you can give them Scout and have them outflank uncomfortably into your enemies' army.  Cleansing Flame keeps hordes at bay and S10 vs Daemons and Psykers is just all kinds of funny.  Is he a good buy?  At the same points of Logan Grimnar, I'd say hell yes he is if you're taking a Paladin heavy army.

My favorite SC out of the bunch is probably Grand Master Mordrack.  He is the same as any Grand Master except for the fact that he DS on the 1st turn at pin-point accuracy.  In addition, he can take 32pt Terminators and they can be upgrade to whatever you want.  What does this mean?  You DS next to someone's vehicles on turn1 with 2x Psycannons and Warding Staves to keep them occupied.  With your Grand Mastery, you can give Paladins Scout so they start awfully close to your opponents or give them the ability to score in later game.  The best thing about Mordrack is that his Terminators are Stealth.  You DS half of your dudes in cover or behind some form of cover and all of a sudden you're dealing with 3++ cover Termies.  If you have to take dangerous terrain tests, you put the wound on Mordrack and he might gain another free termie.  The most ridiculous thing about Mordrack is that I hear he's a upgrade character to his Ghost Terminators.  What does this mean?  It means as a upgrade character, he loses his IC status and thus he can't be picked out.  He's just like Lukas, Arjac or LeMartes.  A Grand Master level character that can't be picked out just sounds wrong to me.

How does Mordrack work with the rest of your army?  Oh, I don't know.  Maybe he can play ping pong with the Librarian-led Paladin squad w/ The Summoning?  Or maybe he's just one big distraction that you're opponents can't ignore.  There's no way people are going to ignore Hammerhand GKT with 2x Psycannons in your backfield.  This is fact.

Last, we'll talk about the special Chaplain aka Brotherhood Champion.  WS8 with a 2 wounds and 2+/4++ isn't that bad.  I'm not too fond of his special stances, but I do like his special rules and cost.  First, at 150 points, I think he's a great buy.  Why?  Because he makes Purifiers troops and has rending on a 4+.  Cleansing Flame can keep enemy hordes at bay, especially if he's going to stick in a unit of Paladins.  You take him and Grand Master and you have all kinds of awesome in your army.  Check it out:  Grand Master gives Paladins Counter-attack and Crowe gives them Furious Charge and re-rolls to hit when they get charged.  Who in the right mind would want to charge a unit that has Hammerhand, I5, 4 attacks each and Furious Charge?  This would mean a full unit of 10 Paladins with Halberds is putting out 40 attacks of WS5, S6 and I6 with re-rolls to hit with Cleansing Flame.  Stupid insanely ridiculous?  I think so.  At this rate, Garran Crowe will never get to use his Heroic Sacrifice.

Now that HQs have been covered, let's look at the units.  Keep in mind that the SB counting as +1A is a huge issue.  This is because a basic Grey Knight that costs 20 points has a Power Weapon and 3 attacks on the charge.  Compare this with our WS5 S6 dudes from last edition and it's not even fair.  We came out good this edition (maybe even over the top) if this is true.. which is why this single rumor must be clarified and made true.  Even with only 1 attack, the power weapon attacks with all the psychic augmentation is more than fair.

I'm going to form a unit bucket right now so stay with me:

5x Grey Knights w/ Justicar and Psycannon is 110 points.
A full unit of 10x Grey Knights w/ Justicar and 2x Psycannons is 220 points.  Take a Rhino for 35 points and you got a effective, awesome unit for 255 points.  I honestly can care less about Incinerators for these guys because Purgation units do it for so much cheaper and better.

5x Purgation is 100 points for a Justicar and 4x Incinerators.  Add in a Razorback for them for them at 40 points (thinking TL Incinerator) and you're looking at a unbeatable, face-frying unit for 140 points.

5x Purifiers is 120 for a Knight of the Flame and 4x more mans.. so I'll probably run 10x for 240 w/ 2x free Incinerators in a Rhino.

I wouldn't bother taking Grey Knight Terminators unless I'm taking Mordrack.  Let's do some math shall we? Mordrack is 200 points by himself and each of his Termies cost 32 points.  Take them with 2x Psycannons and 2x Warding Staves and you've got a 610 unit of in your face and ready to go action (410 for Termies + 200 for Mordrack).  Commissar said you can't make Ghost Termies scoring with The Grand Strategy or else that would be amazing.  I guess you can also opt to keep them cheap at 320 points for 10, but I'd rather take them with some protection and Psycannons for AV.

Paladins, on the other hand, are utterly ridiculous for what they do.  I know this because I played a sample Vassal game with them where I took Draigo and proxied my existing Grey Knights.  10x Paladins with the Apothecary upgrade, 2x Psycannons and 2x Warding Staves costs 715 points.  They soaked up shooting from an entire 2k army of CSM.  Givent here were no Vindicators or Obliterators, I was still impressed by the amount of damage they soaked up.  One thing's for sure though, they're extremely expensive and can be a huge point sink in armies that don't field a lot of them.  I think the magic number for them is either 5 or 10.  Even though a big unit of them can't really die to conventional shooting, they're slow and incapable of being applied at multiple places at once.  That's why I think they're best utilized with Librarians since The Summoning can help bring them to more important/strategic locations.

That's what I got so far guys, I'll whip up some army lists in another post.

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