Grey Knights have always been daemon mulchers, but veteran players know their real secret sauce is movement shenanigans.
The new Codex: Grey Knights doubles down on that identity, letting you blink whole squads across the board, bait enemy moves, then disappear before the return punch lands. I dove into the rules as a long‑time Titan tragic, and trust me, this book screams “mobility equals murder.” Let me break down every key tweak, trick, and teleport so you can start planning those nine‑inch charges already.
The Army Rule Gets Tricksy Again
Gate of Infinity kept the core feel yet quietly changes everything: when you yoink a unit off the board, it no longer auto-returns in the next Reinforcements step. Instead, it hangs in Strategic Reserves until you actually want it back.
Consequently, you can chain Deep Strikes over multiple turns and force your opponent to play “Where’s Wally” with silver-armoured psykers. Because Deep Strike is the re-entry path for most units, the Brotherhood Strike Detachment leans into this hit-and-run rhythm.
Brotherhood Strike: Re-rolls on Arrival and Charges That Stick
Fury of Titan is the detachment rule, and it is spicy. Every time a unit arrives via Deep Strike it gets re-roll 1s to hit and to wound for the rest of the turn. Since nine-inch charges are still nerve-wracking, Purity of Purpose lets one unit re-roll that charge entirely, so your hammer squad actually lands. Furthermore, if the enemy falls back, Duty Unending whisks your locked unit into Strategic Reserves instead of leaving it stranded.
Expeditious Exit even pulls a Psyker infantry unit out from combat at the end of the opponent’s Fight phase, ignoring the usual restrictions. Therefore you can fight, then vanish before the guns turn your knights to scrap.
Augurium Task Force: Score First, Teleport Later
Gate normally blinks units away at the end of the enemy Fight phase, which can cost you primary points. The Augurium Task Force laughs at that problem. Prescient Redeployment lets you port a unit out at the start of your own Movement phase, after holding an objective in your Command phase. Then Redirected Strike lifts a Psyker unit at the end of your Command phase once scoring is banked. Thus you keep sticky board control while still playing teleport tag.
Sanctic Spearhead: Dreadknights Go Zoom and Boom
Not everything is about blinking. The Sanctic Spearhead supercharges your vehicles. Advancing adds a flat six inches and all those guns gain Assault, so you advance and still shoot. Nemesis Dreadknights adore this, since they also Deep Strike. You get mobile firepower that keeps pace with your flickering infantry, which means pressure comes from every angle.
Hallowed Conclave: Terminators Hit Like Meteorites
If you prefer anvil to scalpel, the Hallowed Conclave builds around Terminators. Grind Them Underfoot slaps mortal wounds on whatever they charge, rolling a die per engaged model on a 4+. Consequently, your big silver bricks ram home and leave paste underfoot. Because you still have teleport tricks elsewhere, these slow boys can appear exactly where they matter.
Banishers: Psychic Pain Loops and Buffed Blades
The Banishers Detachment pushes raw psychic might. Infantry and Characters get buffed attacks, and Hexwrought Reprisal punishes anyone who zaps you with mortal wounds. You roll dice equal to wounds suffered and kick back mortals on 2+, capped at six. Therefore enemy casters think twice before lobbing smites at the Emperor’s chosen mind bullets.
Synergies, Sneaky Plays, and the Pre-order Ping
Strike Squads love the new timing windows. They can Sanctifying Ritual an objective to keep it, then jump out using Redirected Strike or Gate to hassle elsewhere. Meanwhile, body-counting lists can rotate multiple five-man squads for constant Fury of Titan re-rolls. Moreover, a Sanctic Spearhead Dreadknight can advance, fire, then gate away next turn for another angle. The book clearly wants you to cycle threats relentlessly until the opponent cannot respond.
Pre-orders drop this Saturday alongside the Sanctic Conclave battleforce, which packs the new Grand Master in Nemesis Dreadknight, Terminators, Paladins, and Strike bodies. Consequently, you can start teleporting nonsense straight out of the box.
Summary
Grey Knights have evolved from “deep strike once, hope it works” to “phase in, stab, phase out, repeat until table.” Each detachment supports a different flavor of that plan: Brotherhood Strike maximizes the arrival turn, Augurium Task Force protects scoring windows, Sanctic Spearhead sends mecha tanks sprinting, Hallowed Conclave turns Terminators into freight trains, and Banishers doubles down on psychic retaliation. Because the core army rule now lets you hold units in reserve by choice, you actually control the tempo. If you like making your opponent guess wrong every turn, this codex is your playground.
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