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Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

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Others are unique to the Grey Knights and only found within their ranks, such as the Grey Knights Strike Squad, which is specially trained and equipped for a task specific to the Grey Knights' eternal war against the daemonic. The Aegis – Your main “Chapter Tactic”, giving every PSYKER +1 to Deny, and everything has a 5+++ vs Mortal Wounds. Whilst the Deny bonus is nice is generally not much to write home about, though can be quite key in some matchups, and the 5+++ does offer a layer of defense to certain abilities which can pile on the damage. Both are quite niche benefits, but fortunately the core abilities and stats of the Grey Knights are strong enough to offset this in games where it might not be relevant. If you’re looking to play Grey Knights as a pure force you’ll be fielding Strike Squads. Grey Knight lists need a lot of CPs to take advantage of their stratagems, the best way to get a lot of CPs is through the Battalion detachment and that will require either Strike Squads or Terminator Squads. Overall the Strike Squad is the superior choice as they cost less for 5 and 10 man units, and points are very limited commodity in a Grey Knight army. Keep in mind the Strike Squads strengths and weaknesses through out the game and during deployment and you can get a lot of mileage out of them. Of all the non-codex chapters, Grey Knights are easily the most unique and divergent. Aside from every battle brother being a psyker, their force organization is different and even their armaments are unique, with a mix of bolter weaponry and psychic-enhanced guns and melee weapons not to mention their distinctive Aegis Armour.

Hammer of Righteousness- +1 to Wound in the first round of combat is a great offensive boost, helping the Character carve through most things that stand in their way what with their already good weapons. Crowe has this, being a duelist supreme. Answer: Avoid it. Use cover. Make him run all over the board, stupid with blood lust. Feed it 5 man squads all game by making him charge. I win just by forcing him to move it where I want him to. At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase. Army composition exists to support the idea of "I want to win, badly." If you like Terminators and Paladins and named Characters I'm not saying you can't win with them, I'm saying it's going to be a lot harder.

Personally, I think adding a character really comes down to personal preference and theme. So do what you want with those options. Grey Knight Accessories I still have a pot of Fortress Grey that I use for this step, but once that’s gone I’ll switch to Administratum Grey, as it’s almost identical. I edge highlight most things although I have a feeling the Land Raider might have been drybrushed. For a final highlight I simply add a touch of Reaper HD white to the grey to lighten it further, and only use it on corners or apex of curves. Red weapons

Alloy of Disciplines- A PALADIN unit can swap out one of their powers for another Sanctic Power. Good flexibility on a unit that already has good flexibility, so they can always have something available, though with a choice of 2 already and still only casting 1 they might not need to use this often. Use this Stratagem in your Charge phase, when a BLADES OF VICTORY CORE INFANTRY unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that BLADES OF VICTORY unit and roll one D6 for each model in that BLADES OF VICTORY unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound. Never fish for 5+ to Wound. Statistically you cut your lethality by half. If it isn't T4 or lower, I'm not shooting it with Storm bolters. If it isn't T6 or lower, I'm not charging it. If you do, consider that fight lost, your unit destroyed, and table control given to the opponent. Then make a post about "how bad GK are" on Facebook and Reddit. To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.Maximum number of models: A unit contains the maximum number of models if it includes every model it possibly can, as described on its datasheet.

Blade of the Forsworn- A Nemesis Force Sword with +1 Dmg, that always wounds DAEMONS on a 2+ (or a 4+ if they’re a MONSTER or VEHICLE ). The Dmg boost alone is nice, though really you need to be fighting Daemons to get the most benefit from this. Mists of Deimos- Smokescreen, but named after a moon! The usual a -1 to Hit against enemy units that target a SMOKESCREEN unit for a Shooting Phase. A god defense buff for your tanks.An enemy of the Chapter is pinpointed to this battle, a foe the Prognosticars have hunted through countless visions. This Severance Bolt - as unique as all others - was prepared long ago, awaiting this moment. Steeped in psychic power, the enemy’s past and future misdeeds chanted over it, this silver-tipped bolt will hone in on its preys warp signature to the exclusion of all others.When you give a model this gift, select one bolt weapon that model is equipped with. Before the battle, select one enemy CHARACTER unit. Once per battle, when the bearer shoots with that weapon, you can choose for it to fire a Severance Bolt.

The Grey Knights are as varied as any of the Imperium's Space Marine Chapters and include in their numbers specialised warriors to deal with the myriad of combat situations. Many of these, such as Techmarines and Librarians, are organised and trained in much the same way as they would be in other Chapters, following the ancient guidelines and traditions laid out in the Codex Astartes. Leverage your elite mobility to stretch out their army. Grey Knights are faster than literally every other faction, and a poor player can be easily manipulated into bad positioning. Sometimes I "spend units" (meaning I deliberately put them into a poor position to die) to "move" one of their units. Most players cannot resist the opportunity to kill one of your units because most people think that means it will help them win. This thought process is patently untrue; the Shooting and Fight phases are the least important in the game. Movement is everything, yours and theirs. Movement IS combat. Maximize your own, and manipulate theirs.The Steel Heart- A TERMINATOR unit gets +1 to Hit in the Fight Phase. Any accuracy boost is great, be it for maximum hits or to offset possible minuses, and 1CP makes it affordable in most scenarios.

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