Grey Knights Unit Tier List in Warhammer 40K 10th Edition- Strongest + Weakest Grey Knight Units



Let’s talk through the strongest and weakest Grey Knight datasheets in Warhammer 40K in 10th Edition…

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0:00 Intro
0:25 Grey Knights Tier List
2:00 Tier 5
3:58 Tier 4
9:24 Tier 3
15:24 Tier 2
19:06 Tier 1
22:33 Outro

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30 thoughts on “Grey Knights Unit Tier List in Warhammer 40K 10th Edition- Strongest + Weakest Grey Knight Units”

  1. I think the grandmaster should be tier 2, he is run in alot of lists and the ignore modifiers is often very usable, the free strat while not gamebreaking is also quite solid, it is common to run him with 10 paladins

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  2. I think what hurts GK so much is how conditional their rules are. The teleporting stuff is cool, but it can be terrible if your opponent limits the places that they can turn up. Even if you spot that that's what your opponent is doing, it's so easy for them to move everything else that turn, leaving you in a "damned if you do, damned if you don't" situation.

    Same with the 4+ invulnerable save on their Terminators. It should be amazing. But a savvy CSM player might choose to use Chosen with combi-weapons and an Exalted Champion, allowing them to hit on a 3+. Then 4+ causes devastating wounds, negating the save altogether.

    Hammerhand would be amazing too if they got it at all times. But only being on the charge leaves them vulnerable to things they couldn't kill, or things that charge them.

    But hey, we know GW haven't taken Grey Knights seriously ever since they brought out the baby carrier Nemesis Dreadknight.

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  3. Put Chaplins in your Terminator bricks. Damage output solved. Run 3 Librarians solo, drop them all in together, hit a single target with overwhelming Mortal Wounds. Getting old hearing about their damage output, when all you have to do is dig a little

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  4. Techmarine and servitors are good in one thing, ive had very good success with. Take one of each, separate from each other and leave them hidden in table quarters. Have gotten tons of secondary points doing this.

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  5. I love my Grey Knights. But I'm very hesitant to further point upgrade my army when everyone says 'eh you know they're due for a model refurbishment . . . but chapter 666 f demons eh?'

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  6. Feels bad that the only thing Grey Knights have going for them is teleport shenanigans, and the Necrons take thwir army rule with one of their detachments (and pull 4 instead of the 3 that Grey Knights get).

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  7. Having finally started painting my mostly assembled GKs I must say (and I’ve never played the table top though I know I want to eventually) that it’s very confusing assembling everything “correctly” and all. I just chose units that I thought (and have heard from folks like yourself) were “better” than others. Hard to care though when they’re the super secretive demon hunting arm of the Emperor himself.

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  8. I could say so much about how GW absolutely butchered the Grey Knights for 10th edition. I have played them since 8th and i had two games and lost all interest. Their index needs a complete rework.

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  9. I actually genuinely LIKE the standard Nemesis Dread. Having what is effectively 14" flying movement with some good generalist weapon options means it becomes a fast trade piece, and having deep strike means it can just come down somewhere else if the opponent doesn't immediately kill it. Also, I really want to build a purgation squad with max incinerators to wall-hack people xD

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  10. Thank you. I need all the help I can get with my Grey Knights. I wish Land Raiders were more feasible. I wish Psycannons were more powerful. Oh well, does not mean I will not play them but it is a lot harder.

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  11. When they eventually get their codes would be nice to see some AP improvements and a change in the army rule relating to psychic rather than a standard move increase. Like the idea about psychic ammo as an all psychic team to be an army rule with some benefits

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