ResinJunkie Reviews: Codex: Grey Knight part 5: Fast Attack

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Moving quickly on to Fast Attack… See what I did there!? I’ll be here all week, tip your waitress.

Interceptors
Stayed the same in cost and rules, they still act as jump infantry and get their once per game 30″ shunt. Again affected by the lack of Psybolt ammunition and changes to Psycannon.

But a unit of ten of these combat squaded with Incinerators shunting forward with 2 Dreadknights puts a LOT of pressure on your opponent and they have to deal with it.

Rhino
Down 5 points bringing them in line with other Space Marine costing but they lost Psychic pilot meaning from the 7th Edition FAQ we can no longer cast Sancturary on them for a 6++ invulnerable save. And no additional dice are gained from them in the psychic phase.

There is also absolutely no reason to waste a spot in your Fast Attack, take them as Dedicated Transport where possible.

Razorback
Went up 10pts in cost and like the Rhino lost the Psychic Pilot rule. One of the he common ways of running Razorbacks is with the Twin linked Assault cannons but they lost their punch now that there is no Psybolt Ammunition.

With more of a need of heavy weapons though, a Razorback with twin linked Lascannons could go some way to helping your troops get at the meets interior of transports and Heavy vehicles.

Like Rhinos, use as dedicated transport where possible.

Stormraven
The point cost has gone down 5 points bringing them in line with other Space Marine Codex. It’s a Stormraven there isn’t really much to say, it lost psychic pilot like the other vehicles.

Oh the big news! Those useless Mindstrike Missiles at Str 4 and no AP have been replaced with something useful! It now has Stormstrike Missiles with Str 8 Ap2… Yes please.

There we go! I’m gonna do 2 more posts one on Heavy Support and a final one wrapping up with Warlord Traits, Relics and Psychic Powers.

– ResinJunkie

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