How to Play Grey Knights in Warhammer 40K 10th Edition
ฝัง
- เผยแพร่เมื่อ 26 มิ.ย. 2024
- Greetings, Battle-Brothers! Welcome to another video on the Vanguard Tactics channel.
In this video, we're stepping into the hallowed ranks of the Grey Knights, the fearless daemon hunters of the Adeptus Astartes, as part of our Warhammer 40K 10th Edition How to Play Series.
The Grey Knights, known for their secretive nature and unparalleled psychic prowess, stand as the Emperor's ultimate weapon against the forces of Chaos. In this video, we will guide you through the sacred doctrines, tactical dogmas, and detachment rules that make the Grey Knights one of the most unique chapters in the Warhammer 40K universe.
This guide will feature:
Grey Knights Faction & Detachment Rules: Explore the updated rules that mould the Grey Knights' playstyle, empowering the effects and opportunities brought by Warhammer 40k 10th Edition.
Top Stratagems: We've sifted through the Grey Knights stratagems to equip you with tactical options that can shift the balance of battle in your favour.
Key Unit Choices: From the formidable Kaldor Draigo to the mighty Nemesis Dreadknights, we'll shine a light on the most effective and versatile Grey Knights units.
Powerful Synergies: We'll delve into the synergy potentials within the Grey Knights faction, ensuring you maximise your stratagems, enhancements and unit combinations.
Whether you're a seasoned commander of the Grey Knights or a new aspirant, this video is a crucial guide for anyone looking to command the forces of the Emperor's most secretive warriors.
Don't forget to like, comment, and subscribe for more all-encompassing Warhammer 40K guides.
00:00 Intro
00:49 Faction rule
04:10 Detachment rule
05:50 Enhancements
11:50 Stratagems
18:34 Unit spotlight
34:25 Mission Play
Enrolment for the first Vanguard Tactics Academy of 10th edition is now LIVE!
Embark on a transformative Warhammer 40K journey with the Vanguard Tactics 10th Edition Academy. Dive into:
Comprehensive modules: 17 expertly designed modules ranging from Core Concepts, Master Army List Writing, to understanding the nuances of 10th Edition Missions and forming a battle plan.
Dynamic live coaching: Experience hands-on learning with our seasoned UK and US coaches. Sessions include deep dives into tactical decision-making, ranging from 'Choose Your Secondaries', 'Meta Busters', get your questions answered with 'Quiz the Coach', plus hobby sessions, mathhammer, tournament prep and much more.
Thriving community: Engage with a passionate cohort of players, share insights, strategies, and foster lasting connections in the realm of Warhammer 40K.
Learn more and sign up now here: academy.vanguardtactics.com/o...
_________________
Join the 10th Edition VT Accelerator Course:
Seamlessly Transition to Warhammer 40K 10th Edition with the Accelerator Programme!
Experienced 9th Edition player?
Get ready for a smooth transition and maintain your competitive edge with expert guidance and up-to-date strategies.
Sign up now for huge savings: vanguardtactics.com/accelerator
_________________
Take the Vanguard Tactics Quiz to discover your strategy IQ! 🤔 Get a detailed report on your strengths and weaknesses, plus a diagnostic analysis to help you improve your game.
quiz.vanguardtactics.com
_________________
VT Start Playing 40k Course
New to Warhammer 40k? Want to return to the hobby? Maybe you want to brush up on your basics? This course will be all you need to start playing Warhammer 40k 10th Edition which is coming this Summer.
Want to learn how to play 40k 10th edition as soon as it is released?
vanguardtactics.com/start-pla...
_________________
Sponsors:
Purchasing from our sponsors is a great way to show support for the channel!
Warhammer 40k Models: The Outpost. www.the-outpost.co.uk
Hobby & Paints: Colour Forge - thecolourforge.com
Commission painting: Siege Studios - www.siegestudios.co.uk
Terrain: Frontline Gaming - www.frontlinegaming.org/
Airbrush: Harder & Steenbeck - www.harder-airbrush.de/de/
_________________
Music from: www.epidemicsound.com
_________________
#Warhammer40K #new40k #SpaceMarines #HowToPlay #10thEdition #TabletopGaming #VanguardTactics #AdeptusAstartes #EmperorsFinest #WarhammerGuide #40KTactics #greyknights
_________________ - บันเทิง
Grey Knights discovered the SPEED WAGH
First time 40k player. This pushed me over the edge and my first army is gray knights
Teleport assault is separate from deep strike, as the keywords triggering each are separate. Stratagems also make a distinction that teleport assault is not a deepstrike (even though it uses the rules of deepstrike for its return) Which means, yes, we can Teleport Assault on turn 1. We can also deepstrike on turn 1 with one unit with a leader with First to the Fray
14:20
They’re just confirming 😉
What about setting them up 6" away from the boards edge and what about enemy delpoyment zone? It just says 9" away from enemies.
Turn 1 but only if your opponent gets the first turn, and you didn't hold them in reserves but instead picked them up off the table at the end of your opponent's turn.
This video was so very helpful. I haven't played my grey knights in 10th yet. Watched the video, built my first test army for ACO and just beat a tournament Ork list that has gone 6-0 in the last 2 RTTs, 80-46. Maxed out secondaries turn 4.
I do like the idea of dropping crowe and purifiers within 3"
Maybe was already mentioned but don't forget Librarian gives 4+++ against psychic. Means if you do "perils" with a 1 on Vortex of Doom you can shrug. 🙂
I think that is more of an hazardous roll
@@yokogaijinjr.5061 Rules Commentary indicates that the mortal wounds from the ability count as 'Psychic Attacks', so the hood provides protection against that.
What does that three + means?
@@alexzero3736++means invulnerable save,+++mean FNP
Thank you for another great faction analysis!
Vanguard, I have to say, that was a superbly well done video with the visual overlays and the commentary. What a wonderful reminder of how far your content has come since channel launch. Kudos!
Loving these factions focus vids! Super helpful!
Can’t wait for the course to start!
Superb analysis!
Wow great content! Keep it up!!!
Good content even months later. Thanks for the video!
First to the Fray on a Captain leading a 10 man Terminator squad is so fecking powerful
About the Nemesis Dreadknight(regular), Tankshock is an average of 5 MW when using the Nemesis Daemon Greathammer. So you can move 14", shoot, then charge it with Tankshock and wollop it with the hammer. If you have a GK Techmarine to support it, even better. A bit expensive, so it will need good targets to engage.
The mobility makes it less reliant on CP compared to several of the other units, meaning they will have an easier time of it as well.
I really like crowe with the purifiers. if they get into rapid fire range, theyre pumping out 24 flame shots + 44 storm bolter shots! 68 shots + the -1 ap bonus when they have high ground.
Id take 4 flamers lol
@@noahlockard7101 omg i forgot about their alternate weapon options. yup, id be taking 4 of those too XD
Wow impressive, used a helbrect model to make Draigo. Looks outstanding!
Hello Vanguards and Steve. I think you have mentioned it somewhere, I just cannot recall it - where did you get that shield you use on your Draigo Conversion ? It looks so awesome :) Love your channel, keep up the positive vibes. Cheers from Denmark.
Unrelated to gray Knights. Just wanted to say appreciated your input over in the DG group over on FB. You're entirely right and its disappointing to see the community act the way it has been. Was nice to actually see someone else share the same viewpoint. Appreciate what you guys do o/
Not being able to pop transports has been a huge problem since 7th edition at least. All these tricks are fun, but I don't see this army performing well at all if they can't actually kill what they shoot at.
I have an important question for you guys. It is about First to the Fray(FttF from now on).
The short version of the question is, does it allow a Landraider to Deep Strike, or is the transport only allowed to enter from a board edge?
To elaborate.
FttF states that it can only be added on a model with Deep Strike. This is kind of redundant, as there are no GK characters without Deep Strike. So there must be some kind of reason for why they mention this.
Then it is mentioned that "neither the unit, nor any transport they are -embarked within-, is counted towards any limits the mission places on the number of Strategic Reserves Units you can have".
So the unit can be in reserve, inside a transport.
It then goes on to saying "That unit can be deployed using its Deep Strike ability...". It does not add "or from a board edge, as usual for transports". Only Deep Strike. For a unit embarked in a transport.
If we look at the fluff text for FttF, we have this: "Whether braving premature teleportation assaults or leaping from the hatch of a transport still aglow from atmospheric entry..." which suggest that transports are indeed dropped right into the middle of things, as if it was a drop pod.
They sound exactly how I want to play. Hero-Hammer plus speed and versatility.
No. 1 40K TH-cam channel!
Thank you so much. Really means a lot
GW made it easier to play, but harder to say.
Please do Thousand Sons, would really like some insight from you guys on how to play them. A bit confusing as a new player
Tsons did well
Can we get a video on the rest of the starter boxes like sisters if battle?
Could we get some example lists from your test games?
Can y’all do Space Wolves
Probably missed this somewhere, but where does that head/helmet come from on his librarian? I’ve looked around and can’t seem to find it. Custom maybe?
Sorry a little confused, why give Death From The Warp to Nemesis Dreadknights specifically, those are already allowed to Advance and Shoot because of their Datasheet Ability [Empyric Reprisal (Psychic): This model is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back] of course +1 To Hit is nice, but I think I might prefer targeting a big Interceptor Unit? Move 12" Auto Advance 6" Shoot unit on an objective or something and use thei ability [Personal Teleporters: In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" as if itwere your Movement phase. If it does, until the end of theturn, this unit is not eligible to declare a charge.] to either contest the objective or get back in cover. I think that might create more value than giving a single Nemesis Dreadknight a +1 To Hit. If you don't want to miss out on the +1 To Hit I also see a place for a BROTHERHOOD TECHMARINE in a Nemesis Dreadknight list.
With the interceptors the move 6 after 18 with the strategem whats stopping them from moving into engagement range for combat
The only problem with grey knights is nothing in this army can really handle big stuff.
That and anti psyker stuff in 10 th really hurts their viability
If I add a brotherhood champion to a unit of 10 strike marines is he an addition? so 10 models plus the champion as the 11th model?
How to play Sororitas from Mylr Matryred Lady please!
The initial teaser .ade me go out and start a grey knights army. Love their movement shenanigans.
Got em from outpost too, it's my flgs. I said hello at the rtt stephen
Yup. Same :D
And how are you doing month later, still in to grey knights.
Forgot to mention First to the Fray also makes your unit not count towards the point limit of reserves
Sorry folks incorrect you can rapid ingress and 1st to the fray trun 1. If you look at rapid ingress it says as if it were your reinforcement. Also if you compare FttF wording with the regular deep strike wording. By the current wording you are suggesting you could never rapid ingress
the tank weakness bothers me, so im looking at the Knight allies rules with a side eye to my trio of meta chainsaw bois as a curve ball.
Well I teleport 9" away from the tank, charge and hammer ist down. Easy :)
Dreadknight are also OC 4 ;)
First, i sooooo badly regret selling my grey knights army.... Nobody ever sell your armies!!!! They are looking sooooo goooood and a boat load of fun to play !! Great tips guys keep UP the excellent work!!
Thank you Tom! Grey Knights are looking very very fun in 10th aren't they 😂😂
@@VT_Jord just a Quick question, nothing to do with grey knights, are you all gonna do a video like this one for custodes?
@@tomchrisblackburn407 of course man!! We will do one for every faction eventually ☺️
Still feeling bad about selling?
@@piotrjeske4599 yeap, and always will
What have you done to Helbrecht? 😢
I'm just starting the hobby with Leviathan and I am thinking of branching to GK, will the Combat Patrol box be enough or what else would I need to have an army? Thank you in advance.
If you're feeling super crafty you can kitbash/convert some of the Leviathan models to Grey Knights.
17:40 Where did this Kaldor Draigo model come from?
Converted from black Templar model, marshall helbrect I think
Yes, it is Helbrecht model, with Voldus head and a regular nemesis sword. The demon slayed is the ork from the Helbrecht kit but without the head. And the shield is the original from Draigo.
Could "Death from the Warp" be used on a 10 man Purifier squad with 4 incenerators, would it also give assault to their Purifying flame ranged attack??
Because with Crowe that is just insane clearing.
Because those 4 Incenerators, Rabid fire on 6 Stormbolters and 20 Purifying flames (just counting the unit not Crowe)
Is legit awesome.
They are counted as ranged weapons now so purifying flame would get assault. Don’t forget that +1 to hit.
I have a big question on how the army rule works for GK and can’t seem to find any solid ruling on it. Does the army rule allow GK models to be placed within the enemy deployment zone on turn 2?
I would say yes there is no limit on it except for the 9" and I'm pretty sure GW would have stated a limit in the paragraph of Teleport Assault .
1. it does not state putting them in to strategic reserves or reinforcements, just remove them from the table
2. Anywhere 🤪
1: Once you have made your selections,
remove those units from the battlefield.
2: In the Reinforcements step of your next
Movement phase
3: set each of those
units up anywhere on the battlefield
4: that is more than 9" horizontally
away from all enemy models.
thats pretty damn strong too
Is Vortex of doom limited to range?
20:26 Poor choice of words there... no more hammers for the Hammers of Titan.
Use the beam in strat, score your objective and then have the redeploy teleport again to get back out of there. 🤷🏼♂️
Unfortunately, mission rules state that you can't come down in range to control an objective. You have to make your way onto the point via other means if you want to try to claim it.
I do think it's stupid how this isn't mentioned in the gray knights book or in the core rulebook, but only on the mission rules for missions that have claimable objectives.
If Stern stands up, is he still part of his former unit?
Hi, would you put the Sigil of Exigence Champion in a strike Squad of 5 or 10 ?
Prognosticated
prog-nos-tea-kay-ted
.
Deathwatch?
26:35 "this units AP" cant be reduced....looks at GK ap....reduced from what to what? Also no mention thst the GK master has a once per game 0cp rule, while the marine one has it once per TURN.
Zoomie Knights
What about Purgation Squad??? And did i got it right Psychic Brotherhood is No More?
Purgation after the nerf are a dead option, and brotherhood of psyker is no more.
Ehh they feel situational. They do get to negate cover on whatever they are shooting if another unit has full visibility on it
@@zinkaghost6490 No, they get to use Indirect Fire(can shoot target without line of sight) as long as another Grey Knight Psyker unit has visibility of the target. As the target is still not visible to the shooting unit, it still gets the benefit of cover and the -1 to hit. So it is only really beneficial to Incinerators most of the time.
All this ability does, is allowing the unit to shoot at things it cant see itself. Which is really situational.
Yeaaah... Compare a GK terminator to a Custodes guardian... They are the same cost but the custodes has more movement, more toughness, better shooting, more rules and abilities, better melee, armywide mw-save 4+...
Dont bother against them, or eldars
Wild thay everyone and there beother was swearing gk was gonnna be a top armg but they currently at a 33% win rate. Eck
outpost doesnt ship to USA....damnit....take us back
but why are grey knights still squats :(
Some things to note is that the Death from the Warp stratagem you can use in your Movement Phase until the end of that Movement Phase... Getting Assault and a +1 to hit is fantastic... but completely pointless if it only happens in the Movement Phase :|
Chaplain has the standard +1 to wound ability to units that the Chaplain has joined... Chaplain doesn't even have the Leader keyword so can't join units XD
My plan is to have two Purgation units with maximum Incinerators have a Brotherhood Champion join them, and have them get thrown at the enemy via Teleport Assault :D
So HQ guys now do join units???
@@alexzero3736 there are no HQ Units anymore, characters have become independant characters once again, but are restricted to certain units
Just for others reading this comment now, both the Stratagem and the Chaplain have been corrected now, so they are actually useful. ;)
@@fendelphi never used Chapplain, I don't have a proper model
Yay were fast.....and we lost everything that makes us pskyers. We're fast marine with no anit armor or real sources of DMG
Watch us charge our way down to the 30% winrate
@@Nicolord45 curremtly 25% xddd
How to play Grey knights. Step 1 put them on the shelf and play a better army. Got 'Em!
I don't like the changes to Grey Knights
I've been playing grey knights only since the end of 6th eddition. My army has been lacking unit/sqaud selection choice options since then. Our only new model is a single hq choice. Other armies got pleanty of new models/sqauds/units to play with. Since 6th eddition til now we got nemisis dread knights and a hq. We have had restriction upon restriction placed on our choices and it sucks. 10 eddition has made me wana take a dam hammer to all my army and destroy them. They completly removed the psycic phase from the game and this phase made our faction unique. Now there diffrent painted ultra merines. A sad cookie cutter replicant of every other space marine army. They took what was a secondary use of our army, (telepotation) and made it the only sole thing that makes us unique into the main thing our army is good at. Basicly they said we can run away from battle easier. I play if my grey knight falls back. I end the game becouse my whole army turns away from the enemy and hunts the deserter down for extermination. And gw made them all masters of fleeing from a fight. Soo pissed off. They took all my units psycic spells away from all my units except drago, a libraion, and maybe another unit but compaired to all previous edditions all units/sqauds/independant charectors had spells they can cast that gave my faction flexability and something of an edge and uniqness from other factions. Now we have the same acesses to psycic spells as any other space marine faction. OUR FACTION HAS BEEN TURNED INTO A RUNNING JOKE! I am boycotting 10th eddition completly. I may even stop buying any warhammer product at all. I have no faction anymore. I'm soo dam mad!
I could tell you were biting your tongue on the truly horrid aspects of this index lol. It's cute right now, it needs quite a bit of work to be truly competitive.
I wrote a Grey Knights list in 5 minutes while watching this. It was the least fulfilling experience I've had as a 40k fan. Bland, uninvolved and at the end of it I was so unenthused I ended up not wanting to play and instead of going to the game, stayed at home and watched TV....really enjoying tenth so far 🙄
This didn't age well, hope no noob watches this and thinks GK are safe to start in 10th.
Noob checking in with my brand new GK Combat Patrol! 🤩
Nah but don't worry I knew the worst of it from Auspex even before buying and just stumbled across this video today. At least the "we don't really have much for anti-tank" and "have a tough time cracking hard targets" was accurate.
My god… the butchering of the English language.. is he secretly a yank?!?
No one butchers the English language worse than the English lmao
This video should be taken down! This is the kind of content that I subscribe to Warhammer+ for and pay every month to get, but this video is free! It directly devalues my purchase and support of Warhammer+ by videos of equal or even greater quality than those that are exclusive to paying customers like me. SMH. Games Workshop needs to do something about this and remove videos like this, ASAP.
Many, Many, Many channels have "Deep Dives" and "Tactical Talks" . There is nothing wrong with making a quality video about Warhammer or GW products. just because you subscribe to Warhammer+ (I'm a subscriber too) does not give you the right to devalue others contributions to the community, or demand things. this in and of it self is an entitled attitude, and I'm sorry you can not see that Vanguard Tactics only wishes to enrich the community with their knowledge of the game, and peak others interest about our hobby.
Yeah how do you play GK, an army that deals ZERO damage?
Grand masters - give a strat for 0 cost ONCE per game. A normal SM captain gives 0 cost strat every turn.
Seems gk got the shitend of the deal.
The army feels like you run jumping grots with 2+ saves that do just as much damage as grots, none.
To be fair, Captains do not have stratagems that allows them to redeploy a unit if an enemy moves close or make you immune to shooting against any unit beyond 12". Could you imagine being able to use any of the GK Stratagems for free on 3 different units, each turn?
@@fendelphi Yes as it stands now that would be a must. The so called good GK are utter crap and at the 30% bottom.
Thats what you get when you have an army of pathetic stormbolters and nothing else priced at 300p per 10.
@@Pyriel2 Storm Bolters are actually very good weapons. If you have the right things to support it(like a way to get Lethality and enhance AP like Astra Militarum does), that is. Unfortunately, GK do not have such options, so it is mostly just an anti-fodder weapon. Which is not bad, if the meta involved a lot of low cost, low armored models.
As it is now though, they simply have to focus solely on taking and stealing objectives and secondaries, which they are decently good at. It is just not that appealing.
Also, isnt their Strike Squad 270 per 10?
@@fendelphi 300p for 10 interceptors.
Sure but gk are stuck with stormbolters. Your 40+ points mini is thus armed with a plastic spoon and can change that for another plastic spoon. Try damaging vehicles or monsters with this. Oh yeah they can almost always jump away like wow, games are not won by running away from enemy units after shooting at them with a few water pistols when you pay 27-45p per mini.