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Games Workshop 99120107013" Grey Knights Strike Squad Plastic Kit

£20.995£41.99Clearance
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Augury of Aggression- Let’s one CORE or CHARACTER within 12” hit on 4+ when Overwatching. You still need to activate the Stratagem to Overwatch, and at 20pts it’s not too cheap, but this can cause a big dent in a charge if used on the right unit.

Augurium Scrolls*- The bearer can reroll a Hit and a Wound each time they Fight with a Nemesis Weapon. Decent for reliability, though worthless on a Halberd (take the Soul Glaive), and a little awkward on a Champion as you have to roll them separately and can’t use their reroll on other members of their squad. It’s fine, if not very exciting. Wash everything in Nuln Oil. This will give everything a dirty, used look. Be careful not to let wash form pools on flatter areas, otherwise you’ll wind up with ugly coffee stains. I frequently have this happen to me, so do as I say, not as I do. The “Super Doctrine”, letting all your PSYKERS (sorry tanks) benefit from various rules depending on which Tide is active. You choose your first one at the start of Battle Round 1, so you’ll know what can be most beneficial to you based on who has the first turn. Can change which Tide is dominant for your army by successfully manifesting the Warp Shaping psychic power. A Noble Death- In your Command Phase, you grant all CORE and CHARACTERS within 6” Objective Secured, the ability to Set to Defend, and to count as 2 models instead of 1 if they’re already ObSec, until the start of your next Command Phase. For 20pts this is a great ability to help turn the tide on an Objective or help with some incoming charges. Be wary of the timing, as this turns off at the start of the Command Phase, so it will help you hold a contested Objective, or move to turn off a held Objective, but won’t last long enough to be active for scoring Primary in the following turn, so make sure you time it well.That's really it. Stretch out their lines by deliberately sacrificing some of your own units in key moments. Sneak your Dreadknights around the field, hiding behind cover and terrain, prolonging how long it takes to shoot them off the board (like hide them, don't charge units unless you're in a bad position with no other choice and your Dreadknight is on 2 wounds left; move them around to keep lascannons coming their way for as many turns as possible). Build your army list to jam as many 2+ Armor Save PAGK and OC bodies into it as possible, and count on the fact that your opponent probably built their list to fish for a stupid combo. To determine whether the NEMESIS is present, roll one D6, adding 1 to the result if your opponent’s army contains any units with the CHAOS DAEMONS Faction keyword: on a 5+, the NEMESIS unit is aiding your opponent, and is added to their army for the battle. This model is ignored when calculating the total Power Level of your opponent’s army, cannot be the WARLORD and cannot perform Actions or gain experience points from any Agendas your opponent selects. This model is not added to any Detachments, and does not prevent other units from their army benefiting from abilities that require every model in an army to have that ability. Each non- CHARACTER has one of these powers assigned to them, except for PALADINS who can choose 2 of them. Only LIBRARIANS can choose Powers from this Discipline, although most of these only affect themselves, so won’t be too useful for them. When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

But let’s look at we’ve got. It’s a very shooty list with melee capabilities – so these guys will hold their own at range and in close quarters. Terminators, being Terminators, are tough with 5+ invulnerable saves and choice of differing melee weapons and guns – which the Strike Squad and the other variants also get to dabble with.Soul Glaive- Upgrades a Halberd with an extra -1 AP, and grants reroll hits and wounds. Nice and reliable for a footslogger, if not as flashy or useful as other Relics. The Steel Heart- A TERMINATOR unit gets +1 to Hit in the Fight Phase. Any accuracy boost is great, be it for maximum hits or to offset possible minuses, and 1CP makes it affordable in most scenarios. If your army is Battle-forged and includes any GREY KNIGHTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any of the GREY KNIGHTS CHARACTER models in your army by giving them either a Vision of the Augurium or a Gift of the Prescient, chosen from those presented here. Each time you do so, that CHARACTER model’s Power Rating is increased by the amount shown in the relevant table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown on the same table. Make a note on your army roster each time you give a CHARACTER mode) one of these upgrades. Not sure what GW was wanting to achieve with the Pscycannon this edition. With the change to the wound chart, S7 AP-1 1D is almost the same a a S5 Ap-1 D1 heavy bolter. There are some differences in range and number of shots, but in an army that is loaded down with small arms fire, what GK need badly is a ranged anti-tank option. What GW intended that option to be I do not know, because at the current price, Psycannons are way to expensive to function well. Alloy of Disciplines- A PALADIN unit can swap out one of their powers for another Sanctic Power. Good flexibility on a unit that already has good flexibility, so they can always have something available, though with a choice of 2 already and still only casting 1 they might not need to use this often.

This warlord can follow the skeins of future events, using his psychic gifts to filter the myriad possible outcomes before him and using the tactical insight he gains to sow his enemies’ destruction.If your WARLORD has this Warlord Trait, it can attempt to perform the following psychic action: Tide of Escalation- Let’s your Brotherhood Powers operate like Smites, letting you cast them multiple times with a +1 to the WC each time. Some of the Brotherhood powers are strong so having multiple units able to use and benefit from them can be powerful indeed, but this is quite niche and dependent on the Brotherhood you’re running. Good if you can have this active prior to the Psychic Phase, cast the powers, then shift to something else to get other benefits.

Tide of Escalation: Unit can attempt to manifest brotherhood psychic powers even if they have already been manifested this phase. Add 1 to warp charge value of these psychic powers for each other attempt that has been made to manifest them during the same phase, whether successful or not. Answer: Avoid it. Use cover. Make him run all over the board, stupid with blood lust. Feed it 5 man squads all game by making him charge. I win just by forcing him to move it where I want him to. Brotherhood Command- You can only take one GRAND MASTER and one BROTHER-CAPTAIN in a Detachment, and they have to be of different Brotherhoods if you run multiple. Frankly more than 1 in an army is already ludicrous, but here we are.

Heroism’s Favour- For 15pts you can give a CORE unit within 12” the ability to Heroically Intervene for a phase. Useful to add a deterrent to your lines or for a unit to support another or help retain control of an Objective. The selected unit will be used in several missions over the course of your character’s crusade, and its Crusade points total is treated as 0. Each time the NEMESIS HUNTER gains any experience points, the NEMESIS unit gains the same number of experience points. Each time the NEMESIS unit gains a rank, select a Battle Honour (or request that your opponent select one) for it as normal and record it on its Crusade card. X+++, or ‘shrug’, ‘Feel No Pain’ or ‘Ignore Damage roll’ depending on how you’re feeling, means it is a dice roll to ignore each point of damage, which is taken after any failed saves. Blade of the Forsworn- A Nemesis Force Sword with +1 Dmg, that always wounds DAEMONS on a 2+ (or a 4+ if they’re a MONSTER or VEHICLE ). The Dmg boost alone is nice, though really you need to be fighting Daemons to get the most benefit from this. True Name Shard- A DAEMON unit within 6” of the bearer at the start of the Fight Phase must Fight Last. Cheap as chips for 10pts for a powerful rule, but obviously very limited on it’s application. Probably not worth binging unless you’re expecting to see tons of DAEMONS.Psy-lance Bombardment- A once per game, expensive Stratagem that requires your WARLORD to be on the Battlefield. Place a marker anywhere on the battlefield, and in your next Command Phase it essentially explodes doing D3 Mortal Wounds to all units within 6” on a 2+, or D6 Mortal Wounds if you roll a 6+ (with a +1 to the roll for units within 3” and -1 to CHARACTERS ). As with all these air strike type Stratagems, there’s a lot of hoops to jump through for often minimal damage, though the real strength comes from the board manipulation it can cause when placed at a choke point or on an Objective. Whether that’s worth 3CP is down to you and the situation the game is in.

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