GK as allies: weapons, wargear
and psychic powers
With the new Codex DA the old 'No Allies' rule has gone. So why not take advantage of the new opportunities available to us? This Tactica goes some way to explaining why this mysterious secretive Chapter can work so well with our secretive mysterious Chapter.
This tactica has been recently updated to cover both the 5th Edition 40K Rulebook and Codex Space armies.
Concentrating on the unique weapons and wargear and extensive psychic powers
the Daemonhunters can muster, this carries on from the previous tactica:
Grey Knights as allies: Heroes and units.
IX. Weapons and Wargear
Now that you have some units and some ideas it's worth looking at the wargear options. Some have been touched upon but others are worth a look too. A lot of the items in the Daemonhunters arsenal are specialized anti-daemon weapons that have no effect against the other foes you'll face most of the time. Don't forget, many Chaos armies do not even rely on daemons making these items still less useful. So while they might be good in a pre-arranged battle against Chaos they are not good choices for a take-all-comers list. Remember, a servant of the Emperor must be ready for all opponents, do not squander your limited resources preparing for a battle that may never come. Leave your Anointed Weapons, Daemonhammers, Agrimonies, and Sacred Hulls safe in storage unless you know you'll need them. For this reason only some of the more general items will be examined.
One oddity worth noting is that the thunder hammer is the same price as a power fist. According to the Daemonhunter FAQ it's a little bonus since the hammer is the symbol of the Ordo Malleus (literally 'The Order of the Hammer'). OK. Whatever. Just remember there is no reason to give any Grey Knight a power fist. Ever. And big giant hammers are so much cooler than oversized novelty fists.
Auspex
Whether you think this is worth the gamble or not is up to you, but, it
is a tool available to GKTs and Hero's and no longer to the Dark Angels.
I actually think that if you have the spare points then why not –
it is after all a useful deterrent against infiltrating units –
even if in reality the dice conspire against you so it hardly ever works.
Combi-weapons
No mystery here, useful on a GKGM to take advantage of his better BS, particularly
combi-melta or plasma. Not a must-have as the basic storm bolter is actually
good enough.
Consecrated scrolls
This let you use more than one psychic power in a turn, once per battle. Could
be useful on a GK Grand Master as he could use his force weapon as well as
another psychic power, but really hardly a mandatory pick.
Icon of the Just
Is a 4+ inv save taken instead of a normal save. It's useful but very expensive,
and for a Hero in terminator not such a great bonus. There are better things
to spend the points on.
Incinerator
A heavy flamer that ignores invulnerable saves. Excellent for GK Heroes and
GKT/GK PA squads that deep strike in. Normal caveats apply to the flamer template
though – as when you're in range prepare to assault or be assaulted.
Nevertheless a great shock weapon to take advantage of in 5th Edition where
cover saves abound.
Psycannon
The best weapon in the GK armoury by far. It works like a beefed-up S6 heavy
bolter, you can move and shoot 18" with it, it ignores invulnerable saves
AND you can put it on a BS5 character!!
While at 30 points it's a bit pricey you get more than enough bang for your buck – on a par with the same-cost assault cannon maybe. Psycannons are ideal taken in a deep-striking GKT units because they can take longer ranged shots if needed on arrival, or on GKPA teleport units to put out a lot of closer ranged assault-mode shots on arrival.
Psychic hood
This is where allied GK can come into their own as once again a Ld10 hood
is alive and well in a DA army. Not only that but you can have more than one!
A must-have option for any Brother-Captain, whether a lone IC or part of a
GKT squad, optional on the GKGM as it does push his cost up, but still, recommended.
Sacred incense
Reduces the Initiative of any Chaos model wanting to assault the holder. This
is the only anti-Chaos item worth taking. Unlike others it affects all Chaos
models (including Marines). For 10 points, why not? Put it on a combat-oriented
character and watch him cut down Chaos Marines before they get to blink.
Targeter
If you have the odd single point to spend then this is what you need. An item
of wargear for a Hero or a Justicar it's useful rather then must-have, and
be careful if you have Barrage weapons in your army too.
Teleport homer
Teleport Homer is always useful, and at the snip of the cost of a Ravenwing
Attack Squadron. A good banker for the deep striking GK Hero or the embedded
Brother-Captain in a GKT squad.
NOTE: technically the Daemonhunters' teleport homer is no longer useable in the 5th Edition game because its rules reference a template as a basis for placing the incoming squad. But this template is no longer in the main Rulebook as the deep striking mechanic has completely changed.
In reality most gaming opponents are cool and allow them. Could be different in a tournament setting though.
Thunder hammer
As cheap as a powerfist so what’s not to like. Useful weapon to purchase
for a Hero if needed – or else use the Hammerhand psychic power as it’s
less than half the price. A note on this weapon – due to the wording
of the DH Codex, when used against vehicles, the DH Thunder hammer gets the
Crew Shaken bonus merely by hitting it, in Codex Space Marines the vehicle
must be damaged.
Unguents of Warding
Well it's a 4+ save against any incoming psychic powers for the holder and
the unit he is with. Could be very useful to counter Lash of Submission and
the antics of other psychic-heavy armies. Highly recommended.
X. Psychic Powers
I like psychic powers and taking GKs as allies opens Pandora's box! But much the same can be said of Daemonhunters psychic powers as was said about their specialised wargear – they reflect their anti-daemon role and can be useful if you face off against a lot of those types of armies. Be aware too that with the recent Codex Chaos Space Marines and Codex Daemons are now Fearless so many of the powers have limited capacity or have been rendered useless!!
That said there are some useful ones out there... and with some Consecrated Scrolls you can use more than one. So I will concentrate on the more general powers for an all-comers army.
Hammerhand
Doubles strength of the user and counts as an additional close-combat weapon
– better than a powerfist then. However it means you lose the benefits
bestowed by any power or force weapon. Not a bad little power and actually
it's cheaper than a power weapon upgrade.
Holocaust
A S5 ordnance template that you use in the close combat phase. A pretty nice
equalizer when fighting hoards but a bit costly at 20 points. Keep in mind
also that the ordnance blast template is a bit more than 2" across, so
can easily partially hit anybody too close to the kill zone, including your
own sides models. Also keep in mind that although it states you can use it
in the assault phase, it doesn't require you to be in close combat to use
it. Its main use is against retinues (mopping up after the main character
has been killed in cc), and can be used to allow for big template attacks
after you arrive via Deep Strike. It's a nice power for a Grey Knight termy
squad, or lone Hero attached to a Deathwing squad.
But if you use this in conjunction with a squad beware of Perils of the Warp, if you suffer an attack from the Warp, every model in the squad will take a wound, meaning they will die on a 2+. Yes Holocaust can create plenty of destruction, balance this against the risks. With this in mind get it for the Squad's Brother-Captain, not the squad itself!!
Scourging
An 18" S5 shooting attack with D6 shots. It could be a nice substitute
for a psycannon or an incinerator on an assault-oriented Inquisitor but again,
a bit pricey for what it does.
Word of the Emperor
Forces your opponents to take a leadership check before assaulting your Grey
Knights. Good against some armies, lousy against others, but its only 10 points.
Think of it as an extra saving throw for your valuable character.
XI. Thwarting Psychic attacks
It is worth pointing out that unlike many Space Marines, the Grey Knights have a variety of levels of wargear available for use against psychic attacks. These various items all have different ways of working and protect in different ways so effects can differ significantly. There are three basic psychic protection systems that can be used by Daemonhunter allies.
Not all confer bonuses onto other units in the army, and most only work for the Grey Knights themselves.
Using the psychic hood
In all instances with GK heroes this is a LD10 device. It may only be
used to counter psychic powers that require a psychic test, so it doesn't
work with against most Tyranid powers nor some persistent (always on)
Eldar powers. The hood can protect the whole army the holder is part of
and has unlimited range.
Using Aegis armour
All Grey Knights wear this, and the squad or character may choose to use this
method rather than using a psychic hood. It may only be used against psychic
powers that target the wearer(s), so it will have no effect on Warptime, or
other non-specifically targeted psychic powers, nor will it protect non-Aegis
wearing models.
Using Unguents of Warding
This is an item of wargear available to the GKGM or GKBC that enables
them and their unit a ward save against any psychic attack targeted against
the holders. It can be a good belt and braces option for fending off Lash
as it cn be used against any psychic power used against them – even
untargeted or persistent powers.
See the next installment: Grey Knights as allies: Building into army lists.