Grey Knights in in Warhammer 40K 10th Edition - Full Index Rules and Datasheets Reviewed

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Published 2023-08-09
Let's talk through the Grey Knights index in Warhammer 40K

Index downloads available here - www.warhammer-community.com/warhammer-40000-downlo…

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0:00 Intro
1:00 Contents
3:02 Teleport Assault
6:15 Teleport Shunt
8:20 Stratagems
13:26 Enhancements
17:05 Datasheets
20:03 Power Armour Squads
26:37 Terminator Squads
29:46 Servitors
30:39 Vehicle Units
39:48 Generic Characters
48:20 Epic Heroes
53:54 Forge World Units
55:41 Closing Thoughts

All Comments (21)
  • @auspextactics
    CORRECTION: Grandmaster Dreadknight can use any stratagem for 1CP , not just heroic intervention. I misread there. I guess could help a few of the pricier ones be a bit more viable on him.
  • @MadMan-7978
    They really desperately need anti tank guns now. They already had this in Problem in 9th and now it’s so much worse
  • @markschmidt4857
    Grey Knights got seriously Nerfed from Psychic powers to losing Hammers.
  • @blinko1388
    In 9th, Grey knights struggled with anti-tank. They somewhat compensated with some really good offensive psychic. Now, In 10th with all the psychic nerffed into the dirt.. They virtually can not deal with anything S10 and up.
  • @winterwolfcr7
    I feel like you forgot to mention that the Psychic key word is now more or less a debuff on units. Since it seems to be the most common thing that has a FNP to protect against, but no balance on a buff for it. This has also made the Daemon Slaying faction worse Daemon slayers than your standard SM.
  • @BrotherVoidBomber
    As a grey knight player in 9th yes our mortal wound factory was fantastic however that was what made us actually keep up with everyone else who had good anti tank.
  • @fuzzypat
    @27:25 About the Brotherhood Terminator Squad - you don't have to trade in a Storm Bolter for the Ancient's Banner. You can just take the banner. Not that that fixes all their problems or anything, just clarifying.
  • @C.D.2288
    GW please, give them back their hammers and psychic powers...
  • @Paradoxed25
    Add actual psychic abilities/shooting back to the army's units, give them back their Nemesis Hammers, unnerf their entire Dreadknjght weapon profile list that is currently incapable of dealing with anything, more than T6, and undo the needless 30-60% points increase that has this army costed like Custodes, and theyll be back to the middle of the pack for 10th Ed armies.
  • @aloser8703
    They are such a cool force in style, lore, and rules. But badly need to be upgraded to true scale
  • @piotrjeske4599
    An army that has to advance, wants to charge. Gets an auto 6 on advance and fly. Has no advance and charge, no charge buff, range weapons are not assault, so if you do a mass charge you can end up doing nothing. Melee army with no str 6 or higher weapons on infantry. Basic weapon is str4 ap- which is nothing. Psyker keyword has ZERO synergies, for the army , but multiple ones that make some match ups really bad. Worse marine army to fight against chaos and demons. Is the anti demon faction in lore. Ton of space marine minus rules. Worse land raiders , worse techmarines, one per game 0Cp (other factions have it per turn) rule on the grandmaster. NDK became less resiliant then they were in prior edition yet somehow cost premium. No way to deal with tanks, knights, heavy infantry, hordes. Point costs as if they were custodes. Terminators have a negative synergy between their own rules and the stratagem, that is suppose to help them kill big stuff in melee. And so on and so one.
  • It’s insane how much you can solve most of our issues, or at least even it all out heavily, if they rediversify the nemesis force weapons.
  • @jwfackler
    Anything over toughness 7 is unbeatable for GK right now.
  • 48:05 One correction that helps out the Grand Master Dreadknight, whenever you use ANY stratagem it only costs 1. So he is a great target for Haloed in Sunfire, the psychic weapon one, counter offensive, or if the enemy makes one cost extra.
  • I’m so glad they got some massive points drops. Hoping you can do an updated version and maybe talk about when the new Grey Knights Codex might come out.
  • @LysimedVenteel
    Alright. Here’s how to fix the problem. When the Codex comes out, assuming no range refresh yet, make the following changes: - Add an option for hammers. I know, free points costs and everything - maybe make limits per squad, as it comes in the box? - Give them back psychic - e.g. a table of powers to choose to cast like Thousand Sons have. Come on. They don’t even have to be as strong - Add a psychic ranged damage detachment to buff the aforementioned I don’t think high points costs is a bad thing though, fewer models on the table looks better for Grey Knights.
  • @dogfish100
    Painted my first strike marine last night and the Auspex oracle drops this for me 🎉
  • While I have about 0 interest in playing gray knights I gotta say that the whole teleport in an out mechanic is really cool and thematic.
  • @jonasandersson5838
    With the change of wording, the death from the warp gives +1 to hit in melee aswell after the faq. Quite nice on the babycarriers if they wasnt priced to oblivion. First to the fray also allows a t1 rapid ingress, i think thats the big use