Good evening guys time for me to show you all a list I’ve been pondering over for a while now and I’ve decided to build. Now don’t get me wrong I love my Draigowing and it is tactically efficient and one of the hardest armies to beat but like I said in the previous Draigowing Tactics post it is only affective at 1750pts upwards and so I want to mix things up a bit not only so I have the option to run a different army but also I’ve noticed recently that there have been a lot more escalation based tournaments and campaigns popping up and (hopefully) this list will give me the ability to compete in these types of campaigns more effectively than what the Draigowing will be able to…

So the new list is pretty much the classic Space Marine ‘Rhino Rush’ (favoured by quite a few Space Wolves players at the moment) with a Grey Knights twist…also to be competitive in escalation campaigns it has the ability to be played in games of 1000 points upwards and can have units independently ‘bolted on’ to build up to each subsequent point level…

Grey Knights Rhino Rush at 1000pts:

HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand

HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand

Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Total: 936pts

So at 1000pts 2 squads will be joined by the 2 Malleus Inquisitors, by doing this I’m hoping to rush the enemy and get stuck as quickly as possible, by boosting the initiative 6 attacks of the squad by double stacking the Hammerhand ability while the Psycannons just take some pot shots out of the top of the rhinos en route and the Hammers are prepared for the unlikely event that anything that may prove a little tough to crack.

Grey Knights Rhino Rush at 1500pts:
HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport. 
Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Heavy Support 1:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Heavy Support 2:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.
Total:1466pts

Ok 1500pts, as before the Rhinos are going to be rushing at the enemy but by adding in some of those all important big guns here in the form of 2 fully kitted out Grey Knights Purgation Squads and the Psyback pattern Razorback… bolstering the close combat ability of the 1000pt list the extra 10 Psycannons (2 of which are twin linked!!!) will form a firing line hopefully splitting the enemy’s firepower between the awesome power of the Purgation Squads and the mass of initiative 6 Grey Knights charging you…

Grey Knights Rhino Rush at 2000pts:

HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport. 
Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 4:
8 man Grey Knight Strike Squad with 7 Nemesis Force Halberds, 1 Psycannon, Psybolt Ammunition, Rhino Dedicated Transport.
Heavy Support 1:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.
Heavy Support 2:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Heavy Support 3:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Total: 1996

Finally 2000pts, as you can see adding in the final Grey Knights Purgation Squad just to further bolster the Psycannon numbers and adding a further squad minus an extra hammer, the idea behind this list is that the Strike Squads will run together totally decimating whatever they charge while the Purgation Squads and Psybacks move up alternately as they run out of targets chasing down anyone left in the wake of the might of the Inquisition.

Anyway guys there is the plan and the tactics I’m going to be trying to use, however as always I need to get this built and I have a few little conversion ideas not to mention some magnetising tutorials all in the pipeline, apologies for the slow post week this week and normal service I guarantee has now been restored so stay tuned for more here on Titan.


The Callidus, Eversor, Vindicare and Cullexus Temple Assassins were once a staple of the Grey Knights in the previous incarnation of their codex and they have remained in the new codex, however with all the new toys and powers the Grey Knights now have do we really need these expensive yet flimsy elite killers or have they just become a nostalgic nod back to a bygone era for the Sons of the Sigilite?
Well lets take a look at each of the Temple Assassins from the Grey Knights Codex and decide…

Well the Temple Assassins all have the same stat line which has been given a nice boost giving them Weapon Skill and Ballistic Skill of 8, along with being granted a 2nd wound, furthermore all Temple Assassins have Fearless, Fleet, Move Through Cover and a 4+ cover save and a slightly worse form of Feel No Pain conveyed by their ‘Synskin’…all of this making them (thankfully) more survivable on the battlefield.

Now let’s have a look at each of the Temple Assassin’s equipment and abilities in more detail…

Callidus Assassin:
So lets start with the sneaky Callidus Assassin’s, these masters of disguise are equipped with the following rules and weaponry…

Wargear:
C’Tan Phase Sword – A power weapon that inflicts Instant Death regardless of opponent’s toughness.
Neural Shredder – Flame template weapon that inflicts wounds against targets leadership.
Polymorphine – Assassin placed 3″ from enemy via non scatter Deep Strike rules, inflicts instant d6 Strength 4 AP 2 hits.


Special Rules:
Hit and Run.
Stealth.


So the Callidus Assassin is a great stealth unit able to spring up on the enemy at any time, however he isn’t going to be able to save the day single handed – Polymorphine and the Neural Shredder can only do so much so you need to have other units within range to help finish the job or at least provide him with cover should you fail to do so…

Eversor Assassin:
The utterly insane Eversor Assassin comes smashing onto the battlefield in a bout of ‘Roid Rage’ packing the following weaponry:

Wargear:
Neuro Gauntlet – Counts as a Lightning Claw.
Fenron – Conveys D6 attacks on charge rather than just +1.
Execution Pistol  – A poisoned pistol which always wounds on a 2+.
Melta Bombs.


Special Rules:
Furious Charge.


So the Eversor Assassin is a brute of the battlefield designed to leave a path of death and destruction in his path however, he is still very flimsy, although none of the Temple Assassins can join squads you really need to keep the Eversor close to your squads so that he can be aided in any combat…run him in and unleash the fury (don’t forget his re-roll for being Weapon Skill 8) and be thankful if you roll badly that your trusty Grey Knights are there to save his ass!

Cullexus Assassin:
These soulless beings are able to shift in and out of the material world without leaving any trace of themselves in the Warp and when they do they bring the following Wargear to the fray…

Wargear:
Animus Speculum – Strength 5 AP 2 Assault 2 with an additional shot for every Psyker within 12″.
Etherium – Any unit wishing to attack the Cullexus must make a Leadership test on 3D6 or they must choose another target.
Psyocculum.
Psyk Out Grenades.

While the Cullexus has no special rules conveyed to them by their temple they are still a mighty warrior, the ability to almost stop themselves from being shot at makes them far more survivable on the battlefield, if you move this guy with your army and have more squads (and therefore more Psykers) near to the Cullexus and you let rip with the Animus Speculum your opponent is going to wish he could have shot you…

Vindicare Assassin:
Ah the Vindicare Assassin the respect this guy mighty marksman commands in any game is beyond me…not often is it that people see single model and just think (or say out loud) ‘That has to die quickly’ but the Vindicare had that effect on people, does he still though…

Wargear:
Exitus Pistol – Range 12″.
Exitus Rifle – Range 36″.


All Exitus weapons must be fired with 1 of the following rounds:
Hellfire – Wounds on 2+.
Shield Breaker – removes invulnerable saves conveyed by wargear.
Turbo Penetrator – inflicts 2 wounds has AP of 4D6 against tanks.


Special Rules:
Deadshot – Vindicare controlling player allocates wounds caused.
Stealth.
Infiltrate.

So the Vindicare Assassin still has the best weaponry on the battlefield and the skill to use it better than even the most skilled of Astartes…to make full use of this guy’s Exitus weaponry whilst not compromising his life you need to put him in some cover at a decent range with line of sight to your opponent and just keep letting off shots at the units you want gone…

Conclusion:

So there we have all 4 of the Temple Assassins broken down for you, the problem I have is that the majority of them are perhaps points better spent elsewhere in the codex. For example the Callidus is a cool idea but you need him to be near other squads to be effective meaning he will probably remain hidden for 2 turns and the Eversor essentially has the abilities of Mark of the Wulfen but unfortunately his in-ability to join squads means he is far more likely to be shot at distance before making it into combat. I personally favour the abilities of the Culexus and the Vindincare…the Culexus because if you run him near as many squads as you can and his Etherium ability will keep him safer whilst giving the Animus Speculum maximum number of shots and therefore maximum damage and the Vindicare as he has the ability to take out opponents from a greater distance whilst now being a bigger pain to kill if you put him in some cover.


Grey Knights…Chapter designate 666 and the God Emperor’s final gift to mankind.
Yes they’re back and looking to reclaim their rightful place back at the top of the space marine hierarchy and here is your first stop resource to finding out what’s hot and what’s not in this latest incarnation of the codex. 
Over the coming weeks we’ll go through Inquisition history including our sisters of the Ordo Hereticus and well known figures like Inquisitor Ravenor,  whilst not forgetting to go through all the juicy treats our new codex has to offer and list their strengths and weaknesses and overall how effective they should be, along with a chunk of painting tutorials and eventually battle reports I hope all you fans of the Inquisition will come to call this place your very own Titan…