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How to Play Grey Knights in 10th Edition 40k: Rules Guide

new-grey-knights-rules-10th-edition-40kNew 10th Edition 40k Grey Knights are here – from Stratagems, Datasheets, and army rules; here is our review guide on how to play them.

Exciting changes to the Grey Knights army’s gameplay, rules, and style are here with the release of their new Warhammer 40k index cards. This review guide provides an overview of the new index cards, including Stratagems, Datasheets, and army rules, to help players understand how to play Grey Knights in 10th Edition Warhammer 40k.

Additionally, we’ll take a closer look at the new rules, giving you everything you need to dominate the battlefield. Get ready to unleash the power of the Emperor and conquer your enemies with the Sons of Titan!

How to Play Grey Knights in 10th Edition 40k: Rules Guide

Grey Knights 10th Edition 40k Rules

The Sons of Titan employ teleportation with a skill few can match, deploying – and even re-deploying – in massed Teleport Assaults guided by their Prognosticars and protected from the hazards of the warp. The ability to pick up a handful of units each round and put them back down wherever you like is a powerful tool, especially considering every INFANTRY unit in their roster – plus the hulking Nemesis Dreadknight suits – also comes with the Deep Strike ability as standard. 

This is awesome because it seems like every turn, you can reposition a ton of units and get them into the thick of things! If you happen to get outmaneuvered, it won’t be that way for long! However, you do have to drop them down in your next movement phase, so do not leave them in the sky.

Grey Knights Combat Patrol

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Grey Knights Combat Patrol

 

Grey Knights Teleport Strike Force Detachment Rules

Grey Knights 10th Edition 40k Rules 2

Grey Knights always get to fight on ground of their own choosing, and any opponent will face an uphill struggle to pin them down or isolate objectives. Seizing control of the battlefield becomes even harder when faced with a Teleport Strike Force Detachment – faced with tricky terrain or blockading troops, these warriors can simply Teleport Shunt their way right through.

Next, they will be able to advance super quickly and actually count as flying, so they can move over all kinds of stuff. Plus, with the extra 6″, they should be able to clear more things with the new rules for moving diagonally in the air.

New 10th Edition Warhammer 40k Grey Knights Datasheets

Grey Knights 10th Edition 40k Rules 3

Although they have plenty of vehicles to aid their assaults, Grey Knights are primarily an infantry force, with a variety of specialised squads. Purgation Squads, for instance, can use their Astral Aim to draw lines of fire through the eyes of their battle-brothers, shooting powerful firearms at targets they can’t even see.

With a 2+ save, three attacks, and decent shooting, the Purgation Squads are shaping up nicely. They can shoot anywhere an allied psyker can see, have some decent weaponry, and can also teleport all around the battlefield per above!

Grey Knights 10th Edition 40k Rules 4

When overt, in-your-face power is the order of the day, Grey Knights can instead strap into their unique Nemesis Dreadknights. These massive walking warsuits give individual warriors the ability to go toe-to-toe with Greater Daemons and prevail – especially for a Grand Master, who can unleash a Surge of Wrath to slaughter the biggest baddies.

The Grandmaster has a 4+ Invulnerable save that, combined with 13 Wounds and 8 Toughness, he should be pretty hard to take down. Next, the prolific Greatsword is quite strong with either profile, but with the Surge of Wraith, you can re-roll everything and make his melee super strong.

In shooting, he has some powerful weapons like the Heavy Psycannon that is of note with six attacks at 10 Strength and three Damage.

New Grey KnightsWeapon Rules

Grey Knights 10th Edition 40k Rules 5

Every member of the Grey Knights is a walking wellspring of psychic power, and each unit has a different psychic ability. Purifier Squads are all about incinerating their enemies up close with radiant soulfire, and their Purifying Flame psychic weapon adds a potent short-ranged blast to go along with their storm bolters and special weapons.

With Anit-Infantry 2+, this attack will be great for running up and smashing through some squads. However, they only have one attack each, so you better not roll those ones!

New Grey Knights Warhammer 40k Stratagems

Grey Knights 10th Edition 40k Rules 6

Many of the Teleport Strike Force Stratagems take advantage of their coming-and-going by granting boons to units that just arrived by Deep Strike or Teleport Assault, enforcing their role as a series of precise hammer blows that land wherever the enemy doesn’t want them. Keeping your limited numbers safe during these dangerous manoeuvres is of paramount importance – fortunately, enemy marksmen have serious trouble aiming at squads Haloed in Soulfire.

This is pretty interesting because you can use this on some of your larger characters or units to keep them safe from all shooting or force your opponent to run up close to them.

Grey Knights 10th Edition 40k Rules 7

When a charge hits home and those nemesis force weapons start chopping, extra motes of psychic power can be channelled directly into the blades themselves, wreathing swords and halberds in searing flame that slices through armour and potentially even invulnerable saves with each Radiant Strike.

While 2 CP is a decent toll, giving a big unit devastating wounds will be strong. Don’t forget this only costs one CP on the Grand Master Dreadknight, too!

How To Play Warhammer 40k Grey Knights: Points

Balance Datasheet munitorum points changes warhammer 40k

You can find the latest points for playing this faction in 10th Edition Warhammer 40k here on our Munitorum Field Manual Points Updates Page.

Balance Dataslate Changes

Grey Knights Dataslate

They only had a couple of small changes (other than the points), and together, they are really improving their win rate. Mainly, they got ignores cover and additional AP on Psycannons. Then, the WS also got better on a few weapons, so this should all help.

Grey Knights YouTube Review:

Watch the video below for some more insights into the faction until they get their codex book!

Is It Still Worth Playing Grey Knights?

In short, yes! They have some really cool mechanics with teleporting all over the place, some cool units, and are fun to hobby on. They are doing good when it comes to win rate, so you don’t have to worry about getting stomped by top-tier armies.

10th edition year 1 roadmap

Updates, in general, for any game are just good business. That being said, it also seems like in 2023-2024, GW will have its hands full trying actually to get out all these codexes. However, Grey Knights aren’t on the list, meaning you will be using the index for a while. Luckily, the index is pretty fun, so you have plenty of playability.

The new Grey Knights army rules in 10th Edition Warhammer 40k provide exciting changes to the gameplay, rules, and style of the army. Grey Knights can dominate the battlefield with tons of movement and psychic abilities. The army’s squads, vehicles, and Stratagems provide players with a lot of options to defeat their enemies and have some really fun games. Overall, the new Grey Knights army is a force to be reckoned with in Warhammer 40k.

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    About the Author: Travis Pasch