![]() Even when you’re not using it, just the threat of this ability has a huge impact on the opponent – they have to try and fully screen their most valuable stuff all the time, not just until your third turn has been and gone. Need to conduct a tactical retreat with a Character that’s found themselves without a dead Bodyguard? This has you covered. Want to get a spotter into position so your Purgation Squad can no-scope something? This can probably give you an angle. If you want to put the opponent under the gun, shifting forward several Dreadknights, perhaps including a Grand Master with Inescapable Wrath for boosted charges, exerts massive pressure. This kind of redeploy turns up in a reasonable number of places across the Indexes, but no one else can do it as broadly or as often as the Grey Knights, making them masters of mobile warfare.īeing able to move so many units each turn provides a huge variety of strategic options. Remember how in previous editions one of the ways you could lose as Grey Knights was to fail a Gate of Infinity at exactly the wrong time? Yeah you don’t have to worry about that any more. How many units can use this depends on battle size, going from one in Combat Patrol to a mighty four in Onslaught, but the number you’ll be dealing with most of the time is three, as that’s the Strike Force quota. The Faction Rule Teleport Assault really emphasises this, making the army hyper-mobile and flexible on the table.Īt the end of each of your opponent’s turns, you can select a number of units with this ability that are not in Engagement Range of the enemy, remove them from the battlefield, then set them up as reserves anywhere that’s more than 9” horizontally from the enemy in the Reinforcements step of your coming Movement Phase. ![]() In 10th Edition Grey Knights are going hard on their identity as a rapid strike force – teleporting in, smiting Daemons/heretics/people who looked at them funny then vanishing once more.
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