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With a GM, you need to worry MUCH less about including adequate scoring in your list, as you can move units into it. All the chosen units have to have the same strategy.īy far the best use of Grand Strategy is to get yourself more scoring units. Grand Strategy allows you to pick D3 units at the beginning of the game, and give them a special rule of your choice, between making them reroll 1's to wound, giving them counterattack, giving them scout, and making them scoring. While he is a pretty nice combat HQ, (alright stats) the real reason you bring him is to gain access to his Grand Strategy. The GKGM (or GM) is an awesome unit that is going to show up in a lot of lists. The key with GK is to build specializations onto the extremely well-rounded base that is the GK chassis as cheaply as possible, and avoid overdoing it. Upgrades are often expensive, appear everywhere, and will bleed you dry before you know it. You can even build squads that will never lose any form of combat to any other unit in this game. In addition, I want to make something clear: you can build some insanely badass units in Codex: Grey Knights.
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Hammer=Nemesis Daemon Hammer) Or will be covered as we go. Shorthand for saying just the models invulnerable save.Įverything else should be obvious. MCr=Master Crafted (MC would be Monstrous Creature)Ģ+/5+=The first number is the models armor save, the second is the models invulnerable save.ģ++=the new black. I'm really impressed with the HQ selection, actually, as almost all of them seem to be excellent choices.įirst, let's define some of the shorthand I'll be using, for those of you who aren't that up on our communities slang: There's a lot of them, and a lot of them are quite good. Hey, Biscuit here, with my review of the Grey Knights HQ units.
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