Today’s post is on tactics for the Grey Knights Purgation Squads. These guys are the power armoured specialists in handling the superior weaponry available to the Grey Knights like the mighty Psycanon and the heretic cleansing Incinerator. Today we’re going to look at the best tactics and weapon load outs available to deliver these Grey Knights heavy weapon teams into the all important weapon range without getting them so close that your enemy can engage them in close combat.

So the Grey Knights Purgation Squads come equipped as standard in the same way as their brothers in the Grey Knight Strike Squads with a Nemesis Force Sword and Stormbolter along with Frag, Krak and Psyk-out Grenades. However the Grey Knights Purgation Squads have their own unique Psychic Power, in addition to Hammerhand the squad can elect to cast Astral Aim allowing the squad to fire their weapons upon any target within range of their weapons without the need for line of sight, ok so this does convey a 4+ cover save, but this can’t be modified meaning your enemy’s pitiful attempt to go to ground doesn’t convey a +1 to this save but also if your squad are using holy fire to purge your enemies this will convey no cover save at all!!

Now lets look at the optional extras you can give your Grey Knights Purgation Squad and then move onto some suitable tactics and loadouts:

Options available:
May take up to 5 additional Grey Knights – Great for protecting your precious Psycanons!
Up to 4 Grey Knights may replace their Storm Bolter AND Nemesis Force Sword with 1 of the following:
Incinerator – Definitely worth it for free!
Psilencer – Probably not!
Psycanon – A must if you want to deal supreme damage…go big or go home!
Any model may replace his Nemesis Force Sword with 1 of the following:
Nemesis Force Halberd – Handy if your worried about getting stuck in Combat.
Nemesis Daemon Hammer – Great for bashing the big Gribbles!
A Pair of Nemesis Force Falchions – had the potential to be amazing but now too pricey and only really good for wound allocation.
1 Grey Knight may replace his Nemesis Force Sword with a Nemesis Warding Stave – far too pricey for a single model…especially in a squad more geared towards shooting.
The entire squad may take Psybolt ammo – Not bad if your taking a full 10 man squad or not upgrading to a full compliment of heavy weapons.
The Justicar may Master-Craft any of his weapons – Not bad if you have the points spare and he has a Psycanon!
The Justicar may take a Teleport Homer – handy if you’re using these guys to burn up the enemy and then bring in your squads to mop up but risky really as they ideally want to be away from the battle and shoot from distance.

So there we have the pros and cons to all the available options for your Grey Knights Purgation Squad, now lets look at of the best loadouts for your squads to make them as competitive as they can be:

Grey Knights Purgation Squad 1: 180pts
5 Grey Knights
4 Psycanons

Use this heavily armoured but small squad in conjunction with the Grey Knights Razorback with the devastating Psybolt ammo loaded assault cannon and use this to light the skies of your enemies with the righteous zeal of the Emporer.

Grey Knights Purgation Squad 2: 220pts
10 Grey Knights
4 Incinerators
5 Halberds
1 Daemon hammer

Take these guys in the Rhino and steam them at the enemy preferably in a twin spearhead using them to jump out and flame anything by hiding behind their armoured transport and using Astral Aim to incinerate your foes, using your halberds to mop up and the Nemesis Daemon hammer to take out any big nasties that may be in your way.

Conclusion:
So that in a nutshell is the Grey Knights Purgation Squad the weaponry these guys can wield is truly formidable in the 40k universe but what makes these marines truly formidable is the sheer number they can wield in their basic squad numbers, using these guys as your heavy support in a Rhino Rush list or bringing up the rear whilst your Grey Knights Strike or Grey Knights Interceptor Squads rush forward towards your enemy to deal out the bloody justice of the Emperor


So today we’re going to look at the Grey Knights Strike Squad, now unless you’re playing a pure Draigowing army then these guys are likely to be the backbone of any Grey Knights force. So without further delay lets look at these guys, their upgrades and wargear whilst also looking at some example load outs to get you running your squads efficiently to provide maximum effectiveness when facing the enemies of the Emperor…

So your basic 5 man Grey Knight Strike Squad comes in at 100 points and these guys come equipped with the usual liberal dusting of grenade goodness, however they also have their own psychic power called Warp Quake which causes anything preventing Deep Strike scatter within 12″ and any unit that deploys from Deep Strike within 12″ of the squad instantly suffers on the Deep Strike mishap table…perfect for those troublesome Daemons not to mention the likes of the Dark Angels Deathwing!

But what about the other equipment available to these guys, does it add to their power or is it merely window dressing for an already very strong Power Armoured squad? Lets take a look…

Options available:
Include up to 5 additional Grey Knights – go for all if you’re thinking of taking a rhino.
For every 5 models in the squad 1 Grey Knight may replace his Storm Bolter and Nemesis Force Sword with the following:
Psilencer – Just not worth it, such a shame!
Psycannon – take 2 in a large squad to maximise firepower.
Incinerator – Great for a little fluffy fun…burn those heretics!
Any model may replace his Nemesis Force Sword with the following:
Nemesis Force Halberd – Give as many as you can to your squads in rhino’s and get them into combat!
Nemesis Force Falchions – Such a waste for the points cost…again a shame.
Nemesis Daemon Hammer – Worth taking just in case you need to take out armour.
1 model may replace his Nemesis Force Sword with Nemesis Warding Stave – Too costly for a Strike Squad unless!
Entire squad may take Psybolt ammo – Definitely worth taking with a maxed out squad in a Rhino.
Justicar may Master Craft any of his weapons – Not bad if you have the points left over.


The squad may also take a Rhino or Razorback dedicated transport – Always worth taking, the Grey Knights Rhino/Razorback rush tactis is extremely effective against most armies when you play tactically.


So there are the options for your Grey Knights Strike Squad so lets look at a couple of squad loadouts which can help you maximise the power of your squads:





Grey Knights Strike Squad 1: 260pts
10 Grey Knights
8 x Nemesis Force Halberds
2 x Psycannon


Stick these guys in a Rhino and scream towards the enemy or use a deep striking Grey Knights Librarian to suck the Rhino to him using his Summoning psychic power and be ready to open fire on the heretics…


Grey Knights Strike Squad 2: 270pts
10 Grey Knights
10 x Nemesis Force Halberds
Psybolt ammo

Use a squad like this to hold up your objectives in cover or use a Rhino for extra cover, the extra power given by the Psybolt ammo buffs your firepower and if the enemy gets too close let them taste the power of your Nemesis Force Halberds before they even get a chance to try and attack you.

Grey Knights Strike Squad 3: 150pts
6 Grey Knights
6 x Nemesis Force Halberds

A smaller variation of squad 1 predominantly designed for taking a Razorback as a dedicated transport vehicle. Use a few of these units to converge on your opponent, let the tank become your hardcore firebase while you use your Grey Knights purely in a close combat role to mop up the survivors…you’ve got to be sure!

Conclusion:
So there we have the Grey Knights Strike Squad a formidable unit for any army to have to face, with these guys to deliver themselves into the heat of battle with their own armoured transports packing more than enough firepower to protect your squad inside, couple that with their delicious close combat and shooting abilities (if you take Psycannons or Psybolt ammo) and you have the perfect unit to take into battle at a comparably cheap points cost, making them one of the best value infantry units that the Grey Knights have in their arsenal…

A word of warning though remember that these guys are still only Power Armoured Space Marines and so should not be considered to be invincible marines, take your tactics into consideration when using these guys…They are the best of the best, not the Supermen of 40K!


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.


Lets look at the tactics of the Grey Knights Paladin terminator army known as Draigowing or Paladinwing.

Firstly guys I will say this army is extremely small (and cheap…costs just over £100 from Wayland Games) and so to give your army the best chance of survival you need to maximise your fire power, wound allocation and squad size, therefore I wouldn’t recommend a pure Draigowing army being played at less than 1750 points…I will break down the reasoning for this below but in my opinion the tactics and set ups below will maximise your abilities for kill points right up to multiple objective missions.

So here is my 1750 point Draigowing army list:

HQ:
Draigo
275pts

Squad 1:
Apothecary Paladin with Halberd.
Banner Paladin with Psycannon.
2x Sword Paladins.
Sword Paladin with Psycannon.
Halberd Paladin
Master Crafted Halberd Paladin.
Halberd Paladin with Psycannon
Hammer Paladin
Hammer Paladin with Psycannon
735pts.

Squad 2:

Apothecary Paladin with Halberd.
Banner Paladin with Psycannon.
2x Sword Paladins.
Sword Paladin with Psycannon.
Halberd Paladin
Master Crafted Halberd Paladin.
Halberd Paladin with Psycannon
Hammer Paladin
Hammer Paladin with Psycannon
735pts.

This set up maximises on your hard hitting fire power with a full compliment of 8 Psycannons. 
With every squad member having different equipment (with the exception of 2 Sword Paladins) you maximise your wound allocation potential as you can allocate a wound to each member of the squad without losing a single model. 
The size of the army means that you only have 3 kill points but the size of your squads means that you can spread out to hold multiple objectives.
Your Apothecary (although expensive) may lose his ability to shoot but you can use him as the model which you shoot holocaust from allowing every other member of the squad to still shoot their Psycannons or storm bolters.
By taking the Banner Paladin your squads have a minimum 3 attacks per Paladin per squad even if you are charged along with the option to auto pass Nemesis Force Weapon activation.
So those are the pro’s of Draigowing, but why do I feel that this army can’t be used at 1500 points for example?
The reason that this list isn’t effective at 1500 points is that you need to lose 250 points, to do this you would need to lose the Apothecary ability and the Banner on both squads along with at least one other Paladin. However by losing 1 Paladin from a squad you must also give up 2 Psycannons, by doing this you are losing 25% of your hardest hitting fire power…while this may mean that you can re-organise your wound allocation so you can still take a beating without losing too many Paladins but you will find that you cant pack as much of a punch against your opponents, for example if your opponent is flanking on both sides then you need the added strength to hold them back, or your opponent may just ignore your weaker squad all together and just concentrate his fire on your full powered squad until they’re eliminated essentially leaving you dead in the water…
Now for the best Draigowing tactics…
From experience firstly I would say despite temptation don’t combat squad keep 2 large squads and unless you are deep striking in which case you want Draigo on the board to manipulate those reserve rolls…however the main tactic remains the same…manoeuvre the army as 1 big block and be mindful of the objective remember 10 paladins can make a mighty long objective holding conga line. Another reason not to combat squad is that the larger squad conveys better wound allocation ability so you can keep wounds off those all important Psycannons.
Secondly make sure you prioritise your targets and concentrate all your firepower on it until it is completely decimated, this is what Draigowing does best so don’t be tempted to charge your squad in unless you’re confident of totally destroying what you charge by the time your next game turn comes round as you dont want these expensive units getting tar pitted in a huge fight while your opponent’s other units go off grabbing objectives etc.
If the unthinkable should happen and 1 of your squads does get charged do not support by charging in alongside your battle brothers, cut them loose…the best support you can provide is moving away from the combat and shooting at any of your opponent’s squads moving in to aid the combat or claim objectives, this may sound harsh but those 10 Paladins should be able to fight through most things or at least tar pit them leaving you free to continue peppering your opponent with mass firepower.
So lets break down the Draigowing tactics into some easy to follow bullet points:
  • Don’t combat squad
  • Target prioritise
  • All move as 1
  • Avoid close combat
  • If charged cut loose.
  • Finally and most importantly…SHOOT SHOOT SHOOT!!!! 
There will always be situations where you will need to adapt the tactics spoken about here but if you keep these as your fundamental tactics both you and your opponents will realise that Draigowing is a force to be reckoned with…hell just ask Adam over at the Space Wolves blog, he’s still trying to figure out how to beat me as I spank his puppies round the table!