Codex: Grey Knights is out and I have had a chance to play a few games with them. While it will not be for everyone it is very well balanced and very hard to play. I will go through the different units and War Gear options in the coming weeks but I thought I would talk about the normal HQ Units.
Being all Psykers all your independent characters are great at buffing units. You can use them to cast Hammerhands on the unit they are in. That is +1 Strength to the unit. This is a great benefit if you want to save your Grey Knights psychic power to turn on their Force Weapons.
Grand Master: The HQ units in this books are all about versatility. The Grand Master can change the very nature of your units. You want scouting Terminators? He can make them. You want counter attacking Purifiers? He is the HQ for you also. He also can make units score objectives like there were troops. Now you can't make a Dreadnought a scoring unit (it says in the Basic Rule Book that walkers can't take objectives), it can the mighty Dreadknight scoring! He can also change the reserve roll of reserve units by +1 or -1. Grand Master show that they are worthy of leading the most Elite of Space Marines.
Brother-Captains: Everything a Brother-Captain can do a Grand Master can do. So why take him? Well he is less points than a Grand master, so if you don't need to change your units rules, take the Brother-Captain. He can affect the reserve roll of reserve units and can take the same wear gear as the Grand Master. Really, you should take a Grand Master and just figure out how to afford him, the Brother-Captain is just a cheap knock off.
Librarian: If you can't take a Grand Master you might want to skip the Brother-Captain and get a Librarian. They have some truly awesome psychic powers. They can cast 2 powers a player turn and some of the powers can change your enemy's turn from offensive to defensive. I won't list every power but some can teleport units to the Librarian or make a safe area for your units.
Brotherhood Champions: These guys are combat monsters. They don't have normal attacks but have three different settings. They can attack every one in base contact, reroll all saving throws or make some devastating attack against monstrous creatures/independent characters. And if they die they have a nasty surprise for the enemy. These guys are cheap and make a great surprise to the enemy who attacks their unit. The trade off is they only have 1 wound! So you have to be careful with them.
Inquisitors: They are dirt cheap and don't have Space Marine stats. Why would you take them? Their War Gear is amazing! They come in three flavors, Ordo Malleus, Ordo Hereticus and Ordo Xenos. Each one has different war gear options. Being cheap they can be the icing on the cake of an already strong unit. I like taking the Xenos Inquisitor with Power Armor, Rad Grenades and Psychotroke Grenades. Rad Grenades give -1 to the toughness of the enemy unit and Psychotroke Grenades affect the enemy's combat potention. There are a ton of options for shooting Inquisitors and close combat monster Inquisitors. And the best part is an Inquisitor unlocks the henchmen. They make an already unique book open up with more units, adding more flavor to an already unique book.
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