Monday, 14 March 2011

Unit breakdown. Part I - HQ


It's time to look at new Grey Knights from competitive wargaming perspective. Are they any good on the battlefield? Can they get the job done with all the toys they got? Or maybe they are next Tyranids, with just few solid units and dozen overpriced ones...



Today I'll try to take a look at the HQ section of this book. And boy, there is a lot to look at. We got stunning 14 choices including 7 special characters. I can already tell you that you will have hard time choosing your heroes.

1) Grand Master
Pros:
- solid SM hero stats
- great starting gear - storm bolter, grenades, force weapon and even iron halo
- good saving throws - 2+ armour save along with 4++ invulneralbe, which gets increased to 3++ in CC
- grand strategy - extra scoring units or scout for an alpha strike
- psychic comunion - ability to mess with reserve throws
- access to some fancy wargear including awesome grenades

Cons:
- high base cost and it just keeps growing - get ready to spend more than 200 points on this guy
- only 3 attacks base
- requires expensive transport (LR or SR)

All in all Grand Master is a solid choice. He is not much of a killer alone. However he is awesome support character, both army wide and for his squad.
My ideas for GM:
- get him a master-crafted psycannon (BS6) and run him in terminator squad
- get rad and psychostroke grenades, mastercraft his sword and attach to some purifiers in LR - real DEATHstar

2) Brother Captain
I won't list his Pros and Cons as he is just a Grand Master without grand strategy but 25 points cheaper. I'd never ever field this guy, as the point difference is not high enough to compensate the loss of that extremely usefull special rule .

3) Brotherhood Champion
Pros:
- WS 7 and I 5
- good starting gear - storm bolter, grenades, force weapon and even iron halo
- reroll to wound
- reroll to hit when charging for him and his unit
- nice combat stances - can have 3++ invulnerable with reroll
- psychic power that removes model from play
- cheap

Cons:
- only one wound
- takes HQ slot

It's easy to compare this hero to a chaplain, both got rerolls and cost the same. However Champion is a lot more flexible and can put up a fight in CC. He should be an awesome choice and would be one in other codex, but somehow he isn't, I just can't find a place for him in my lists.
My ideas for Brotherhood Champion:
- take him as a cheap HQ for really small games (but I'd still pay some extra points and take a librarian)
- put him in purifiers squad and launch that one devastating assault (but you could just get 4 more purifiers)
- use him as a suicide unit, charge into that nasty special character, get killed and remove him on 3+ with reroll

4) Librarian
Pros:
- two powers per turn with an upgrade to cast 3
- ability to purchase all the powers - a lot more flexible than standard SM librarian
- stunning support powers
- decent starting gear - force sword, terminator armour
- psychic hood

Cons:
- only terminator armour - problems with transports
- no mid/long range offensive powers

One of the most powerfull psykers in game with awesome support powers backed up with short range offensive ones. I think we will see this hero in 60-70% of army lists. His shrouding is the only way to make your fragile expensive models survive some punishment and quicksilver lets you atack before every unit in game (ok there are rare exeptions).
My ideas for Librarian:
- just TAKE him ;)
- put one in land raider to increase range of the shrouding buble and give some mobility for summoning

5) Inquisitors
Not sure about them yet


I guess you noticed I skipped special characters. I did it because they deserve a separate article and some more thoughts. Also any comments are welcomed.

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