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Grey Knights – Moving and shaking with the Knights of Titan

The Grey Knights are peerless daemon-hunters above all else, but another of their particular talents often flies under the radar – their ability to run rings around almost any other force in the galaxy. By combining an ironclad will with sanctified Aegis armour, Grey Knights can safely make short hops into the warp through localised portals called Gate of Infinity, and the upcoming Codex: Grey Knights is full of ways to use the resulting mastery over movement to the fullest.

The army rule stays broadly the same in the new Codex – besides a name change – with one key difference: units removed from the battlefield aren’t automatically returned in the following Reinforcements step, letting them remain in Strategic Reserves until you need them back in the action. For many units, this means they’ll be returning with the Deep Strike ability, and the ability to repeatedly flicker in and out of the battlefield is the focus of the new Brotherhood Strike Detachment.

The Detachment rule Fury of Titan is the core of this jump-in, jump-out strategy, giving useful re-rolls of 1 to Hit and Wound whenever a unit steps back into realspace. The Grey Knights are always looking to get stuck into combat though, and arriving 9” away from your opponent makes the resulting charge a gamble, so the Purity of Purpose Enhancement is a killer way to improve your chances.

Now, there’s nothing worse than having your perfidious prey Fall Back from combat so their friends can shoot your stranded warriors to pieces, and the Knights of Titan have been around the block too many times to let that happen. Duty Unending sends them right back into Strategic Reserves – possibly the first time a jump into the warp has been the safety option – and if they end up getting stuck in a fight that isn’t going their way, Expeditious Exit lets them bypass normal restrictions and slip right out of combat.

One of the main drawbacks to Gate of Infinity is that it removes your units at the end of the opponent’s Fight phase, so they’re not around to control objectives in your following Command phase. The Augurium Task Force Detachment does not respect this limitation, using their Prescient Redeployment rule to warp a unit out at the start of the Movement phase instead, while the Redirected Strike Stratagem can pick up anyone with the Deep Strike ability once all of their scoring is done.*

Jumping into and out of the battlefield isn’t the only trick the Grey Knights have. The Sanctic Spearhead Detachment gives Vehicles the classic ability to add 6” to their movement when Advancing instead of rolling, and now also confers the Assault rule on their weapons – along with a package of Enhancements and Stratagems designed to make your armoured motor pool hit extra hard.

Nemesis Dreadknights, being both Vehicles and Deep Strike-havers, love this one.

The remaining two Detachments focus more on hitting hard than moving around, with the Hallowed Conclave built around the Grey Knights’ iconic Terminators. A charge from these silver behemoths hits with enough force to buckle armour plates and smash lesser foes to paste, as evidenced by the Grind Them Underfoot Stratagem.

The Banishers Detachment instead champions the Chapter’s powerful psychic abilities, enhancing their close combat attacks and providing all kinds of general buffs to Infantry and Characters. Their indomitable wills and hexagrammic wards are so potent that enemy Psykers can suffer a Hexwrought Reprisal when launching their own spells at the Grey Knights, getting almost as good as they give.

You’ll be able to dig into the rest of their tricks when Codex: Grey Knights is released alongside the Sanctic Conclave battleforce – containing the new Grand Master in Nemesis Dreadknight – in just a few weeks, so make sure to get your pre-orders in this Saturday.

* This one is especially good with Strike Squads, who can use their Sanctifying Ritual ability to retain control of an objective before warping over to another one.