Tuesday, September 6, 2011

Grey Knight review, The First Rule of Fight Club is....

Well actually this is the elite Purifier Squad review, however, after reading their exposition I kind of feel like they are the Fight Clubbers of the 40k universe.

They are dour, tacturn and secretive. Heck the Grand Master, is only non-Purifier allowed into their little club house. The Grand Master must be Tyler Durden. They have a secret sanctum, like a basement of a bar for fighting. They only recruit those who they think are worthy, nobody knows their secrets and they are very capable of dishing out some punishment. Sort of like the members of Fight Club, pre-Project  Mayhem of course.
              "I'd fight Gandhi."


These guys, like all the others, come with the usual flair and Hammerhand. They do have a few differences from their other Grey Knight brethren. They all have leadership 9, two base attacks and instead of a Justicar, they have a Knight of the Flame. They run in a five man squad to start and cost $1.20. They can add five more guys for 24 points each. They also have the added psy power Cleansing Flame (the ability everyone loves to hate).

Cleansing Flame- is used at the beginning of either assault phase. It must be used after moves, but before rolls-to-hit. If a psy test is passed then all enemy models in the assault take a wound on a 4+. The enemy unit does get saves against these wounds. However, any models killed by this pre-assault attack count toward the final combat resolution. This is a great power, however, if you are using it you aren't using Hammerhand. So, it becomes a matter of possibly causing damage per assault with saves or hitting at S 5 and allowing no saves. I think this is a great anti-horde/ higher armor save power. Against the power armored targets I'd rather hit at S 5.

Yes they get the usual upgrades, except better. They can swap their Nemesis swords for halberds +2, Demonhammer +5 or Falchions +5. HOLY CRAP! two base attacks and reduced price close combat weapons?!?!? One member can have a Warding Staff for the standard +25. They can also take two ranged weapons for every five members of the squad. The Incinerator and Psilencer come free and the Psycannon is +10 points. Now they do lose their other weapons, but it also makes for a cheaper and almost as effective Purgation Squad. They can also grab Psybolt Ammo for the squad for +20. Finally the Knight of the Flame may master craft any weapon for +5 and may have digital weapons for +5 points.

This is a very versatile and popular unit. These guys can lay a hurt from 24" and under with two Psycannons in a small squad. They can also possibly put a descent amount of wounds prior to an assault (roll those 4+'s and fail those saves). They seem to be the Swiss Army Knife unit in this codex. They cost more than Strike Squads, and Purgation Squads to start, but their upgrades are cheaper so it seems to balance out. With the ability to deal with targets at range, hordes the 3+ savers and can be fielded in smaller squads; it is no wonder that they are prevalent in Grey Knight lists. Then there is also the ability they get with Crowe in the army, but that is for a later discussion.

2 comments:

  1. Great review but I suspect that with you giving out so much info, Grand Master Durden is going to pay you a visit and remind you about about the first rule of Exterminatus Club. Thanks for GK tips, ian!!!!

    ReplyDelete
  2. Not really tips, just my $.02 on the units. Glad you enjoy.

    ReplyDelete