
We’re going to veer very, very far from usual Warphammer content today. Hear me out.
There’s always a slight dilemma when you’re a strong* player with a mid-tier or low-tier faction, like myself with Daemons.
* “strong player” does not apply when I’m running on 2 hours of restless sleep after losing eye-watering amounts of money playing the biggest poker games I can find until 4AM in between day 1 and day 2 of a tournament, as I found out by going 3-2 at RMO
On the one hand, if you do above-average with them, you’re inspiring others who play the faction. On the other hand, if you do well with them, you’re increasing their winrate and making it less likely that they get buffed!
If you think about it, if you love your faction, you should take rival factions to events and try to do well with them.
Anyway, that’s the story of how a hardcore Chaos Daemons player ended up taking Grey Knights to a GT.
In all seriousness, I figured that since I’m in a bit of a lull as I wait for the upcoming CSM codex to come out, now would be a great time to try something completely different. Once the CSM codex comes out, I’ll obviously be playtesting each of those 8 detachments 24/7 for a long time. We also have a MFM coming up soon that will completely shake up the meta. This weekend was the perfect weekend to try out the new Grey Knights army I had recently gotten in a trade. I had also been playing Grey Knights for a TTS team tournament over the past 5 weeks and felt really confident with them. I’ve kept it a secret from all of my chaotic fans, but I’ve gotten a lot of reps in with Grey Knights and felt confident that I could win with them against some very strong players.
Without further ado, let’s head into the more righteous corners of the Warp today, and find out how my Dreadknights did this past weekend at a GT.
Oh, and one last note: We have plenty of our usual Chaos content coming up, starting with the complete and best guide to playing Thousand Sons in 10th Edition soon. I love how Thousand Sons play, have discovered plenty of ways to optimize your plays on the tabletop and list-writing, and am excited to share the secrets to Tzeentch’s Legion with all of you.
Background Thoughts
The Beerhammer GT
Before we get into the actual games, I just have to say it: This event was a huge success, and everyone involved with the Beerhammer GT should feel great. The TO James Walsh said it was his first time running an event, so I definitely hope he runs more! My friends and I are already planning to come back to Montana for more events. The atmosphere was really friendly all weekend, and free beer is always a huge plus. I was really appreciative that the tables were spaced out well. It was nice not to feel another player’s ass bumping into you during your games. The terrain had some slight quirks, but overall played just like official GW terrain and made for some really competitive games.
It was a 9 hour drive to get there. It wasn’t too bad at all, because I drove up with 2 friends and we rotated every 3 hours. I would never drive that far by myself for an event, but it’s a lot more fun to make it into a road trip with friends. There’s something special about just heading out on the open road with nothing but a few friends and a trunk full of toy soldiers.
The Scoring System
The event used WTC differential scoring. For those Americans unfamiliar with WTC scoring, it is based on point differential in increments of 5. If you win by 0-5 points, it’s a 10-10 draw. If you win by 6-10 points, it’s an 11-9. 11-15 point win, a 12-8 WTC score. You get the idea.
I actually love the WTC scoring system, and think it was cool that the event used it. How many games have you played where it was like 78-77 and it came down to Secondary draws on turn 5 or one single dice roll? While it adds to the drama to assign a winner and a loser, in practice you played each other to a draw. My favorite part of WTC scoring is that it encourages each player to keep battling all game. Maybe you’re getting blown out early and know you’re going to lose the game. In a traditional singles event, you’ll see concessions as early as turn 2. But in WTC, if you take a game that seems like a blow out and only lose by 28 so you get a 15-5 instead of a 20-0, that’s still a solid result instead of a complete failure.
The one part I didn’t agree with was that while games were decided using WTC scoring, the final placings were done with Win/Loss (Ties count as half of a win) and Opponent Win Percentage as the two main factors, with WTC points being the 3rd tiebreaker. Generally if events used WTC scoring, they make the final standings based primarily on WTC scoring. The TO said it was something he was experimenting with and was super open to everyone’s feedback, which I really respect.
Why Grey Knights?
In all seriousness, Grey Knights are an army I’ve always thought were really fun and dynamic. Every edition, they’re the one non-Chaos army I get reps with on TTS or monitor sales pages for cheap deals for. I’ve been playing Grey Knights in a TTS team tournament and was undefeated there, and gained the confidence to take them to an in-person event.
I’m a huge fan of the way Grey Knights always play (combining movement tricks with raw power), and I always feel confident with them. They’re not going to be one of my main armies once Chaos codices start coming out, but I am really happy I got to back up my belief in the strength of Grey Knights and my skill with a solid result.
Don’t get it twisted, though. We’re going to focus a lot more on hunting Grey Knights with Daemons than on playing the Daemonhunters over the rest of the year, here at Warphammer.
Final Results
I’ll spoil the results for you. I finished 2nd out of 34 players, going DWWWD for a technically undefeated GT. Most importantly, by adding 3 wins and 0 losses to the Grey Knights winrate, I helped ever so slightly push them into nerfing range so they become easier to fight for my Daemons… Just. As. Planned.
Oh, and notice that I didn’t say I won all my games in the title. I said undefeated. Getting 3 wins and 2 draws is technically undefeated. Listen, cut me a little slack here. 40K is hard.

My Grey Knight List
- Brotherhood Techmarine
- Grandmaster Nemesis Dreadknight, First To The Fray (Sword, Incinerator, Psycannon)
- Grandmaster Nemesis Dreadknight (Hammer, Incinerator, Psycannon)
- Grandmaster Nemesis Dreadknight (Hammer, Incinerator, Psycannon)
- Grandmaster, Sigil of Exigence (Incinerator)
- 5 Brotherhood Terminators (Incinerator)
- 5 Strike Marines
- 5 Interceptors (Incinerator)
- Rhino
- Nemesis Dreadknight (Sword, Incinerator, Psycannon)
- Nemesis Dreadknight (Hammer, Incinerator, Psycannon)
- Nemesis Dreadknight (Hammer, Incinerator, Psycannon)
- Kyria Draxus
First thing I’ll say is don’t copy this list. I already have a ton of changes I would make to it. That being said, I’ll go over the units, how I intended to use them, and how they performed.
Tactics and Sportsmanship
I’m just going to say it: I think this list is pretty silly, and it’s a big flaw in 10th Edition listbuilding that this is a strong list. The good news is my next iteration of the list has more Infantry and looks more like how I envision a fluffy Grey Knights list looking.
The general idea of the Dreadknight list is to gang up on weak areas of the board with Dreadknight shooting, picking away at their soft spots while using angles and pre-measuring to mitigate damage back on the following turns. Then once their army has been whittled down, we can start getting involved more in melee and try to crush their chances to comeback.
When playing the Dreadknights, you have to keep in mind that they are still pretty fragile, and you can’t play them too aggressively into tuned armies. I lost 3 or 4 Dreadknights in a turn several times at this event. I’m not saying this was always a disaster, as sometimes the game was over by then and I was willing to sacrifice resources to bury them on the scoreboard. The key point to keep in mind is that despite seeming like a stat-check list, you are absolutely not a stat-check list, and want to pick unfair fights rather than getting aggressive and hoping you make your invuln saves.
We have a very easy deployment phase, as all we have to do is make sure we don’t give up any angles by hiding in the back ruins and then teleporting out later. The only thing you have to make sure you do is position a few units to do mid-board actions if you draw them turn 1 and have some Dreadknights far enough up that you can present a credible shooting threat and they can’t just deploy on the line or rush objectives without care.
The biggest tool in your toolbox is the stratagem Mists of Deimos. Here are some of the many ways I used it:
- Playing angles on the side of the board near terrain that if they want to get past the terrain and get within 9″ to shoot me, I can Mists away.
- Using the 6″ move to get extra models onto the objective if the opponent tries to contest it.
- Tagging a unit that moves 9″ or less in melee with Infantry. If they want to Fall Back to shoot me, by definition I can Mists away.
- Being within 9″ of every point on an objective so if they move onto it, I have the option to Mists.
- Ensuring opponents never have better than 9″ charges with fast melee units.
I want to make one thing very clear: Grey Knights have the huge potential to be a “gotcha” army, between Mists Of Deimos and Sigil of Exigence and Prognosticated Arrival. This is not at all how the army should be played. I have 0 respect for any Grey Knights players who play that way. If reminding opponents about your tools means your plan doesn’t work, it was a dogshit plan and you’re a dogshit player.
I never once used Mists without confirming that they went within 9″ and asking if they were okay with that move triggering Mists. I would remind them about Sigil if I saw them lining up a bunch of guns on the Terminators. If they were measuring screens for deepstrikers, I would remind them about my 3″ deepstrike and would remind them I can 3″ deepstrike my First To The Fray Dreadknight if I went first. This is not to talk about me being some amazing person, I think this is all standard, but rather a reminder to everyone that you can play at the highest level with the energy of two friends on a kitchen table. If you have the mindset of “If I remind my opponent about my reactive rules then I can’t use them and they’re wasted1!1!1!1!!!1111!!!”, you’ve got a lot of learning left to do about how to play this game.
Units I Didn’t Bring But Like
I really, really like Purgators and had a lot of success with them on TTS. They’re too terrain dependent so I didn’t feel confident running them at the GT without enough reps for the terrain, but they’re a very cool unit. This will sound weird but I tried Purgators with 4 Incinerators and loved how they felt.
Even though the 12″ flamers seem to get little usage from the Indirect Fire rule, in practice it came up all the time. They were perfect for digging out some Guardsmen holding an objective behind a wall after a Dreadknight deepstruck somewhere across the board and the tip of their hammer could see 1 Guardsmen from a far away angle. Indirect Fire flamers are also vicious into Tyranids, Sisters, and Elves.
I have a list with 4 Dreadknights and 2 units of Purgators and I go 1 unit with Incinerators, 1 unit with Psycannons when running 2 Purgator squads. I’m very disappointed that Purgators didn’t get the Psycannon glow-up that Dreadknights got (+1 AP and Ignores Cover), or they’d be a real force to reckon with.
Razorbacks were also excellent that can help you with damage a bit but still be cheap enough to send as a screen/action monkey/early objective grabber. I only had a Rhino for this event, but I’ve ordered a Razorback and plan to include one in my next list.
Kyria Draxus

Let’s talk about the most unique choice in this list: Kyria Draxus. Draxus is an inquisitor who always attaches to the Strike Squad. I thought her synergies with the Strike Squad were pretty cool.
Before talking about how she is used, let’s talk about how she interacts with Grey Knight rules. I looked into all of the keywords super closely and made sure to play them correctly.
- A Strike Squad with Kyria Draxus can still use Teleport Assault to jump up and down anywhere 9″ away. The ability only looks for a “unit” with the Teleport Assault ability, not caring about whether every model in that unit has the Teleport Assault ability. Note that they can be set up anywhere 9″ away when using Teleport Assault, not just on the board edge like Strategic Reserves, as Teleport Assault has no additional restrictions.
- A Strike Squad with Kyria Draxus can still use Mists of Deimos. That strat checks for units with the Grey Knights keyword and Deep Strike ability.
- A Strike Squad with Kyria Draxus cannot use the Scout ability. To Scout, every model in that unit has to have the Scout ability. Kyria Draxus does not have that ability.
- A Strike Squad with Kyria Draxus cannot be set up from Deepstrike anywhere 9″ away from enemies, and can only be set up from Strategic Reserves. This is because the Deepstrike ability requires every model in the unit to have that ability. This is mostly meaningless, as you’re never starting your unit that stickies objectives in Deepstrike. Where this is relevant is with Mists Of Deimos. Mists Of Deimos puts you into Strategic Reserves, so Draxus’s Strike Squad would have to be set up on the board edge using Strategic Reserves rules.
My thinking was that a Strike Squad costs 125 points, but does basically nothing besides sticky objectives. A Strike Squad with Kyria Draxus costs 200 points, but is an actual threat for 5 turns. She also gives you a bit of indirect fire, which is always useful. Her 18″ Lone Operative ability could also be useful.
Unfortunately in practice, Draxus was definitely not worth it. I would have rather have had two units of Henchmen to help screen my backfield than a spicier Strike Squad. This is a real shame, because I made a cool conversion of Draxus for my Dark Mechanicum hobby project that I would have loved to keep running.
Techmarine

The Techmarine in theory seems good with lots of Vehicles. In practice, because his buffs are Command Phase and him or your Dreadknights are often off the board in your Command Phase, his ability didn’t come up very often. In fact, the several times I gave a Dreadknight +1 to Hit, I completely forgot they had the buff when I rolled their attacks. I mainly brought him for his Lone Operative ability near Vehicles and the fact that he is the cheapest unit Grey Knights have that can go into Teleport Assault to score Secondaries.
I would often start the Techmarine in the Rhino behind a ruin on the deployment line. With 8″ or 14″ of movement, he could easily reach two midfield objectives or do Homers/Area Denial round 1 without spending a real resource.
Grandmaster Dreadknights (7/10)
The Grandmaster Dreadknights were way worse than the normal Dreadknights. If they get the melee rerolls vs Character units they might be equal to the normal Dreadknights, but as is I might consider dropping from 3 to 1 or 2. Their shooting is great, but they can easily be tied up.
I had to run 1 GMNDK and 1 NMDK with Swords instead of Hammers because I didn’t have the right bits, and deeply regretted it. The Swords were just awful, bouncing off Rhinos and failing to kill a Technomancer when I tried to Heroic Challenge him out. The sweep is non-existent. I’d love to see the Sword sweep go up to S6 and AP2 so there is a real consideration between the Hammer and Sword.
Rhino (8/10)
I actually really liked the Rhino. It adds 3″ of movement to Interceptors and Techmarines. My one regret was not having 10 points to upgrade the Rhino to a Razorback with a Lascannon, as I think Grey Knight Razorbacks are a legitimately good unit.
Interceptors (9/10)
The Interceptors were great. The ability to move 27″ without rolling any dice for 1CP is incredible. I didn’t use it this tournament, but being able to 3″ deepstrike and then move 6″ is just nuts. Playing Interceptors really feels like playing Grey Knights, in a way that’s hard to explain but hopefully makes complete sense to any long-time Grey Knights players.
Terminators with the Grandmaster with Sigil (10/10)
Great unit, and I’d never leave home without them.
Nemesis Dreadknights (10/10)
Great unit, and I’d never leave home without them. Just make sure to run Hammers, because the Swords are just abysmal.
Round 1: Paul Allen’s Hypercrypt Necrons (Draw, 10-10)
Paul’s List: Nightbringer C’tan, Void Dragon C’tan, Hexmark, Imotekh, Lokhust Lord with Arisen Tyrant, Royal Warden with Dimensional Overseer, Technomancer, 6 Wraiths, 2×5 Deathmarks, 2×3 Heavy Destroyers, Lychguard, Monolith

This game wasn’t just a WTC draw. It was an honest-to-GW tie at exactly 87-87.
In the matchup of teleporting armies, we both really wanted to go second. Unfortunately, I “won” the rolloff to go first. This made things more difficult than I would have wanted.
We had a chance to precision out the Technomancer in the Wraith brick turn 1. Paul pushed up his Wraiths aggressively onto a flank objective, within easy charge range of my Grandmaster Dreadknight with the sword. I made the charge and spend 1CP for Heroic Challenge. The sword rolls 2 1’s to hit, a 1 to wound, and then the Technomancer makes a save because the sword is only AP2. With only d6 damage we can’t push through the 5+++ Feel No Pain. What an absolutely useless weapon.
Turn 3 we finally kill the wounded Monolith with the Grandmaster’s Tank Shock and melee, and the Grandmaster with the Terminators succeeds where the Grandmaster Dreadknight couldn’t, using Heroic Challenge to kill the Technomancer in the Wraiths. Unfortunately, Paul’s Monolith and the Heavy Destoyers have been blowing up Dreadknights, and we both limp into the end game. It was a super bloody battle with some smart plays on both sides, and it ends in a well-deserved tie.
Round 2: Dylan Muggli’s Eldar (Win, 16-4)
Dylan’s List: Autarch Wayleaper with Phoenix Gem, Avatar of Khaine, Farseer, Fuegan, 10 Guardians, 5 Fire Dragons, Nightspinner, 2×2 Skyweavers, 2x D-cannons, 2×5 Swooping Hawks, 2×5 Troupes, War Walker, 5 Warp Spiders
Grey Knights were already good into Eldar before the latest balance update. After Dreadknights got a huge glow-up and Eldar got another (deserved) nerf, it’s just open season on the squishy Eldar when these two armies face off. We’re able to get so many angles with perfect profiles to kill t3 bodies that honestly I’m unsure how Eldar are supposed to win this matchup.
My main worry was the D-Cannons. Those are very much capable of killing Dreadknights in the mid-board. My gameplan versus short-range artillery like D-Cannons is either give it nothing to kill, or give it too much to kill. Turns 1 and 2, the D-Cannons didn’t shoot once. Turn 3 my army appeared on every objective and all over his deployment zone, and the damage wasn’t high enough to dig out of that hole.
Just being entirely honest, I don’t think this is a winnable matchup for Eldar against a Grey Knights player at my skill level, and I give Dylan a ton of credit for making smart plays and battling the best he can. The only big mistake I saw was sending the Avatar backwards turn 2 or 3 to re-claim his home objective after my Terminators deepstruck onto it. The Avatar Of Khaine with -1 to Wound is a near-impossible problem for my damage profiles to solve, and I was just going to moveblock and ignore it. By sending it backwards instead of sending it to battle over mid-field objectives, we were able to gain an overwhelming foothold in the midboard.
Dylan was an extremely friendly and easy to get along with opponent, and had a great attitude during and after the game. He kept saying he didn’t think the matchup was that bad, and he wanted to focus on making the best decisions he could. That’s a great attitude for anyone, and especially impressive given that Dylan was one of the younger players in the field.
Round 3: John Holbrook’s Death Guard (Win, 15-5)
John’s List: 3 Putrifiers, 2 Blightspawn, Typhus, 2×10 Plague Marines, 2×5 Plague Marines, 3 Rhinos, 2×10 Cultists, 2 Predator Destructors with Lascannons, 3 Plagueburst Crawlers
When Cody and Colin and I were driving to the Beerhammer GT, we took a look at the list of players and what they were bringing. Based on the combination of list and player skill, John was one of the favorites in our eyes. He’s a great player and previous GT winner, and I knew it would be a real battle if we played. It turned out that John was not only a great player, but one of the easiest opponents to get along with that I’ve ever faced. This was such a friendly game from start to finish.
I got to go 2nd on Purge The Foe versus his Death Guard, and I think the game was largely over from the first turn roll-off. The fundamental issue is his shooting does absolutely nothing to me at range with army-wide 2+ saves and is very easy to avoid by playing angles, whereas if my Dreadknights gang up on one unit we can absolutely kill it with shooting. For example, he went first and killed 0 units. Between moving on-board Dreadknights to get angles and teleporting, I aimed 5 Dreadknights at one Plagueburst Crawler and guaranteed the kill for an 8 point swing. This dynamic means GK are basically OP versus slow-moving armies like Death Guard on Purge The Foe.
We both made some great plays this game. Turn 3, John got his 10 man Plague Marines back into a Rhino to give them a ride them up the board towards important objectives. I saw the Rhino was against the side of the board, and charged it with Interceptors to wrap it and trap the 10 Plague Marines inside. This worked out perfectly, and on the final turn we were able to leave the Plague Marines with nothing to do. I really liked the play John made to strat reserve the Rhino with 2×5 Plague Marines and a Biologis Putrifier instead of pushing it up the board. It’s a very versatile tool, and something I want to take away for use in my own Death Guard.
John mentioned something interesting towards the end of the game. He said he didn’t think the matchup was that bad, because previous Grey Knights players he faced had played aggressively into him and he tabled them. Up close, Death Guard can absolutely evaporate Grey Knights profiles. Unfortunately for the Death Guard here, I play Death Guard myself and have a full respect for how deadly Plague Marine squads are up close. A 10-man squad with buff characters has the potential to kill 2 or 3 Dreadknights in one turn. We made sure that the Plague Marines either had no targets or were ganged up on by 4 Dreadknights and killed before they could fight, using Tank Shock as needed to mitigate the impact of Fights First from the Blightspawn.
Round 4: Cody Jiru’s Dark Eldar (Win, 11-9)
Cody’s List: Archon with Nightmare Shroud, Archon with Spiteful Raider, 3x Beastmaster units, Drazhar, 2×10 Warriors, Raider, 2x Venoms, Court of the Archon, 2x Chronos, 10 Incubi, 5 Incubi, 2×5 Scourges with Lances, 2×5 Mandrakes, Tantalus
This was an incredibly played game by Cody, who is one of the best Elf players in the country. Drukhari have an absolutely abysmal matchup into Grey Knights. The “average” score should be a 15-5, if I had to guess. I got complacent and almost threw the game. Honestly, if Cody hadn’t whiffed every charge roll turn 2, this could easily have been a tie or a loss.
My fundamental mistake in this matchup was not respecting Secondaries enough. Cody took Fixed, going Assassinate and Bring It Down. I have not had someone do this to me before because I don’t usually run skew lists. As a result, I made a lot of choices that didn’t reflect the VP importance of keeping Dreadknights and/or Characters alive. For example, on the bottom of turn 1, I picked up 2 Dreadknights and put them in his deployment zone to get angles and kill some units. For some idiotic reason, I used 2 Grandmaster Dreadknights instead of normal Dreadknights to do this. This gave him a ton of free VP, as killing both of them gives Cody 14 VP instead of just 6VP.
I went on auto-pilot because I thought it was such a favored matchup. Cody kept battling hard every single round to grab VP. Turn 3, he killed 4 Dreadknights, and it suddenly hit me that I might lose the game. I tightened up my play from that point and focused on keeping Characters alive, and I realized what was happening just in time to hold on to the win.
Even though I got the “win”, I consider this game to be misplayed by me and I have to give all the credit to Cody. He’s one of those guys that will always give you a really fun game win or lose, and I know we’ll have more great battles at future GTs.
Round 5: Colin Kay’s Sisters Of Battle (Draw, 10-10)
Colin’s List: Cannoness, Dialogus, Missionary with Saintly Example, Morvenn Vahl, Palatine with Blade of Saint Ellynor, Saint Celestine, Triumph of Saint Katherine, 10 Battle Sisters, 2x Immolators with meltas, 2x Rhinos, 10 Arco-Flagellants, 3×2 Crusaders, 3 Paragon Warsuits, 1 Penitent Engine, 1 Retributor, 5 Seraphim with Flamers, 10 Novitiates, 10 Zephyrim, Callidus Assassin

I knew the road to winning this event was going to go through Cody or Colin, as they’re two of the best players in the country. Why not go through both?
I’m going to be honest: This game was largely a blur. It was a game of tiny optimizations by both players and battling for every point. I was so mentally drained that as soon as we left the event, my mind largely went blank. So I’m just going to hit a few key points from this game. I really wish it was on stream, because it would be really interesting to re-watch and find ways either of us could have played better.
In this game, Colin strat reserved his Vahl+Paragons squad. I tried to punish this by teleporting and very aggressively so they could only come down in his own deployment zone. This worked, and they came down with his best unit in his own back corner. This is a great thing in a vacuum. The flip side is that I was too aggressive with my Dreadknights to get this board state, and took a lot of damage over the next two turns. I probably should have been more conservative with resources early and given him a better board state in exchange for losing fewer Dreadknights.
Celestine was an absolute terror this game, and I really see why a lot of strong Sisters players are running her. Turn 1, I kill the 10 Zephyrim and 2 Geminae accompanying her, leaving just Celestine alive. By turn 3, Celestine and 2 Geminae are holding my back objective and killing a Rhino with Grenades to score Bring It Down. When the board state gets messy that 2+ save and feel-no-pain and resurrection is just such a pain to deal with.
I want to make sure Colin gets credit for great sportsmanship in this game, as he gave me a big takeback he didn’t have to. Bottom of turn 4, he had a wounded Rhino on an objective engaged with my Terminators. There was a gap on the objective next to the Terminators. I didn’t bother piling in and filling that gap because we could already fight with everyone and I thought the Rhino was empty. I kill the Rhino, and then Colin goes to set up the Sisters inside on the point. Colin was completely correct, as he had put a unit in that Rhino a few turns ago to push up the board. Colin let me go back and say the Sisters were blocked from disembarking on the point, which was enough of a VP swing that this game turned from a Sisters win into a WTC tie.
Final Thoughts
I appreciate all the Warphammer fans bearing with me as we featured an army that couldn’t be more diametrically opposed to Chaos in a tournament report. I’ll always have a soft spot for how cool Grey Knights are on the tabletop and in the lore (outside of Draigo’s godawful fanfiction tier lore), and really would have this as one of my main armies if I wasn’t so all-in on Chaos.
Worry not, my chaotic bretheren. As mentioned earlier, I’m putting the finishing touches on the best guide to playing Thousand Sons in 10th Edition. I can’t wait to share that with you in the next few days. We’re going to wash all the taint from Titan off and get back to battling with the armies you know and love.
If you have any questions about playing Grey Knights or want list advice (or want to make fun of me for running Grey Knights), why not join the Warphammer discord? It’s the best use of 0 dollars you’ll spend today. https://discord.gg/4XjcB9a8
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Sportsmanship is a double-edged sword. It can be hard with Warhammer, but when you’re trying to win it can become complicated.
I much prefer opponent win % than wtc scoring as a tie breaker, personally.