Welcome to back to the Vault fellow Grand Masters! The weather this week has been glorious but detrimental to painting; i.e. far too hot! Undaunted however I have played another "Learning 9th edition" game with Dave G, and I decided to bring the Grey Knights out for a spin across the table top.
This will be something of a rambling post as it will give me an opportunity to capture some thoughts and good ideas for future games. I hope you might get some benefit from the thoughts as well.
The first task of course was to write a list; I spent a fun hour or so pulling my Grey Knight models out of storage and pointing them up using the 9th edition costs. Turns out I have almost four and a half thousand points, most of which is painted. That gives quite a lot of choice for army building!
We had agreed on a 1500 point Strike Force game, and I had a few objectives in mind:
- I wanted to try as many of the new Dominus psychic powers as possible.
- I was going to use Terminator Squads; they are my favourite models looks wise, and on paper they seem good for some of the new missions (multi wound Objective Secured with a bunch of ways to boost their durability). The critical question is whether to use a 10 man "blob" to leverage key powers and stratagems; for this game I decided to use 4 smaller units.
- I also wanted to see how the Grand Master Dread Knight and Astral Aiming hidden Dreadnought could fare.
- Grey Knight Apothecary; Healing Perils damage or using him as an Inner Fire Bomb seems quite fun.
- Venerable Dreadnought; It's only a measly 15 points to upgrade a Dreadnought but I couldn't find the points to squeeze the Venerable status in.
- Interceptors: Teleporting Units in an objective grabbing game is very useful, but they are very expensive! In essence they give additional Gate of Infinities but they are very fragile and don't have ObSec; definitely need testing.
- Assassination: VPs for killing Characters and the Word Bearers had 4 senior heretics for me to bump off.
- Domination: For a mission based around Objective Control having another means to score VP for board control seemed to play into my game aims anyway.
- Grind Them Down: Or "Kill More" as I suspect it will become known. Given my small number of hard to crack units and the Chaos force supported by a number of squishy units I felt this would suit the Grey Knights well.
- Having 12 Command Points for a Grey Knights force is amazing, but it's still sensible to ration them; the codex Stratagems are pricey.
- Psycannons on the Terminators seem lacklustre; the -1 to hit for moving is meh. However these are on the models I own so they will remain.
- Voldus didn't need to be Warlord; the 4th power (Inner Fire) was redundant. With Slay The Warlord now being a secondary (and hence not necessarily an auto take), there's more mileage in giving it say to the Grand Master Dread Knight.
- Every Terminator unit needs Gate of Infinity to improve redundancy.
- Dynamic Insertion (reducing the required deep strike distance to 3" away from enemy models) is really good; it can punish poorly placed enemy units. A lot.
- It isn't necessary to cast every power every turn. I caught myself using Edict Imperator (shoot then additional move) even when I didn't intend to move the unit after. Doh. It could be used to mitigate the -1 to hit on Psycannons in a pinch.
- I like using the Dreadnought to finish units off; the range of the Anti Tank Weapons plus Astral Aim give a lot of board coverage the other Grey Knights units lack.