Soulstorm/Grey Knights

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This page is about Dawn of War: Soulstorm multiplayer and single-player units. For previous versions, see Dawn of War.


Grey Knights
Infantry
Dc sm grey knights icon.png Dow2 dec anti infantry melee 2.png Faction Space Marines Health 800 Buy Reinf.
Tier 2 Morale Immune Dow req.png 180 60
Built by Chapel-Barracks Sight radius 25 Dow pow.png 90 30
Armor Infantry Heavy Medium Detect radius 0 Dow squ.png 3
Mass 18 Speed 16 Dow veh.png
Model count 3/6 Build time 30 13
Melee anti-infantry unique squad. Particulary effective against all daemons. Data version: 1.2


Grey Knights

"Daemons and heretics will fall before us."

Skilled soldiers of the Ordo Malleus, the strength of the Grey Knights surpasses that of even their fellow Space Marines. Endowed with the authority of the Inquisition, Grey Knights are tasked by the Emperor to hunt down and destroy daemonic taint wherever it may be found.

Theirs is the unsung saga, for under Titan, their Chapter's homeworld, lie many of the Imperium's greatest heroes. Such is the nature of their foes that the ordinary citizens of the Imperium must never know of their sacrifice, for they face a threat so dire that if they ever fail, whole worlds could burn under the shadow of Chaos.

To this end, they are trained more rigorously than any other chapter, and are imbued with a faith so powerful that their mere presence hurts their daemonic foes. The Grey Knights have the proudest boast of all the chapters; never, in ten thousand years, has any one of their number turned to Chaos.

Tactics

Grey Knights are a specialised unit that usually work best against daemons (obviously) and primarily ranged armies such as Tau and Imperial Guard, but can also pull their weight when confronted with the average troop of most armies, often beating well renowned melee units, such as Khorne Berzerkers, Ogryns (without priest), and Howling Banshee's, only fearing vehicles. Attaching the Chaplain to your Grey Knights is generally the best option. His strong healing aura keeps the expensive troops alive, making it difficult to gradually pick them off. The Librarian can be attached to create a powerful caster squad, but at the expense of making the squad significantly less useful for general combat. The Force Commander provides the greatest brute strength, but still doesn't improve the front line squad's survivability.

Their ranged damage is quite good, especially for a melee unit, allowing them to effectively operate on Ranged stance while watching over other units until needed. If they stay back you can be sure that if and when a Bloodthirster drops down in the midst of your troops, they are in the right spot at the right time, for they are the ultimate close-combat tool for taking down these foul spawn of the warp. It's also worth remembering which enemies are also defined as daemons, such as Ork Squiggoths and Eldar Avatars.

Against armies that lack these blood-happy entities, Grey Knights still have their uses. Their Furious Charge allows them to close quickly with ranged assailants, and the knockback can disrupt the enemy's units, making them temporarily unable to fight back. This allows you to pick on the weaker parts of your opponent's army at your leisure, as the disruption they cause is not insignificant when combined with their powerful psychic abilities. Furious Charge does 100 damage regardless of armour type, which can be very useful as an initial blow. A Grey Knight must wait 40 seconds between Charges, so be wary of when the timer is still refreshing.

It is best to leave harder units to be softened up before engaging them, although they still do extremely well on 1v1.

An extremely effective tactic is to combine Grey Knights with the Chaplain. Use Demoralizing Shout on a squad to slow it down, then cast Psychic Inquisition. The speed slowdown from Demoralizing Shout will ensure that the squad is hit by the entirety of the Inquisition, making it almost certain that you will wipe out an entire enemy squad. Extremely effective against highly durable non-jumping/teleporting melee squads such as Chaos Possessed Space Marines, Nobs, or Mega Armoured Nobz.

Abilities

Furious Charge

Furious Charge
[1] Requires Furious Charge
Target Types Any enemy infantry, heavy infantry, commanders, or daemons
Range 25 (min 10)
Area of effect None Cooldown time 40 s
Effects Once researched, when on Assault Stance, Grey Knights will automatically charge the enemy once in range and cause 100 damage, knocking the target down (60-80 force).


Psychic Inquisition

Psychic Inquisition Hotkey: I
[2] Requires Nothing
Target Types All enemy ground units
Range 40
Area of effect 8 Cooldown time 120 s
Effects For 25 seconds, units in the area are hit up to 10 times with Psychic Inquisition. Damage pulses are at 1.5s, 5.4s, 9.4s, 13.4s, 15s, 17s, 17.4s, 19s, 21.4s, and 25s. The ability does not do friendly fire.
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
60-63.8 60-63.8 60-63.8 80-85 80-85 64-68 40-42.5 40-42.5 40-42.5 - - - - 80-85 40-42.5 50 80 85 25

Weapons

Storm Bolter

Storm Bolter
Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 13.4 21.9 18.7 23.4 17.5 7.4 4.1 4.0 4.0 4.1 6.8 4.0 4.0 22.4 4.0 1.6 2 27.5 29.0 2.5

Cost Default Weapon Range 25 Setup Time None
Build Time Default Weapon Accuracy 80% Refire Rate 0.5 s
Area of Effect None Requires Nothing
Notes Due to a bug, the Storm Bolter has only 10% accuracy on the move, instead of the normal 15%.


Nemesis Force Halberd

Nemesis Force Halberd
[3] Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 46.7 50.0 45.0 45.0 40.0 30.0 15.0 15.0 15.0 15.0 15.0 15.0 15.0 100.0 100.0 12.5 25 80.0 120.0 15.0

Cost Default Weapon Range Melee Setup Time None
Build Time Default Weapon Accuracy 100% Refire Rate 1 s
Area of Effect None Requires Nothing

Researchable Upgrades

Furious Charge

Furious Charge Hotkey: F
[4] Cost [5] 75 [6] 50  Research Time 20 s
Researched From Armoury
Requires Monastery
Effects Allows Grey Knights to use the Furious Charge ability.


Additional links

Space Marines

Source: http://web.archive.org/web/20100810095655/http://wiki.reliccommunity.com/index.php?title=Grey_Knights