Friday, June 24, 2011

Grand Master-Analysis

Looks like I'm in the mood to talk about units in the Grey Knight codex and my opinion on them.  So today I will talk about the most vexing unit in the 'dex.

The Mighty Grey Knight Grand Master.

Once upon a time he was a must for a GK army.  Now he's an expensive optional "if you need him" sort of guy.  This is what bothers me the most.  He damn expensive.  If you take a base model Gm its only 175 points. Which is expensive for a non-named HQ.

What you get is a very powerful stat line:
-6's in WS/BS
-3 wounds in termie armor and an Iron Halo.  Meaning a 2+/4+ save.

And some okay gear.  This by itself isn't anything to sneeze at.  With his special rule and psyker abilities he can be a great keystone unit to build an army around. Grand Strategy is a very versatile and useful power that can really vary how an army functions.  Depending on the scenario and your roll you can add special rules to units.  From 1-3 units can be given 1 rule each.  Need more killy?  Reroll 1s to wound.  Playing a CC army? Add in some counter attack USR.  Want a forward position?  Scout those Paladins.  And lastly (probably the most focused on use); do you need more scoring units?  The GM has you covered.

I personally have had success using the Scout USR to outflank with a set of Paladins.  Combining it with Psychic Communion you can better control when a reserve unit comes in to cause destruction.  Fun stuff.

Now lets look at the options-
  • Melee Weapons first- Base load is a sword but I prefer the halberd to the sword (but that's for another post).  Giving him a staff is 35 pts which is too many even fr the 2+ I save in CC.
  • Ranged Weapons- Storm Bolter for free, Incinerator for 5.  Not bad, but with a psycannon for an expensive 45 points he is utterly devastating.  BS of 6 gives a reroll, and the 5 points to Master Craft makes him nearly unable to miss.  It happens but it is hard to accomplish.  
  • Grenades....all of them available.  Rad grenades please, blind grenades too if you have the points.  Brain mines and  psyko-stroke or melta bombs are all low on the cost/benefit list.  
  • Servo-skulls?  yes please!  Easier deepstrike placement and keep the bad guys' infitrators further away during deployment...exellent.
  • Orbital Relay?  This depends on your build strategy...if you buy this then there are no other upgrades needed as you will be parked the whole game.  If you want this I suggest looking at a tech marine in a bolstered ruin, or Karamozov.  This isn't my style but I may try it in a for fun game in the future.  The possibility of cooking multiple LeMann Russes with a Lance blast is awesome.
  • Master Crafting or a level 2 upgrade can be useful.
Obviously this guy isn't for those "Army on a Budget" games.  As my preferred load out of  Psycannon, 2 skulls and Rad Grenades is 250 points.  Without Eternal Warrior a stray Lascannon can wipe him off the map, so always stick him into some protective wrap.  I prefer to run him with a termie or paladin squad with attached banner.  This gives him 5 attacks on the charge, with stacked Hammerhand for STR 6 power/force weapon on Init 6 he is a force of power.  Or just marching forward as an additional psycannon in the squad, he makes a great deterrent to keep the enemy from charging you.

Sadly at his cost level, he rarely sees action below 2k points.  


  1. Thanks. And thanks for being the first follower of my tiny blog.