Grey Knights List - Hammerhand and Rad Grenades Stack?!



So there is all this arguing and debate currently online about whether a unit can have multiple hammerhands cast on it.  The same goes for Rad Grenades - do 2 models with Rad Grenades lower the enemies toughness by 2?.  Save yourself some grief and avoid building your lists like that.  I wouldn't want to deal with all the whining from those I played against, and I sure would want to have to deal with that fight in every single tournament I played in.

The easy way to get around it is to make your HtH units all have Rad Grenades and Hammerhand.  Those two clearly work together and aren't in danger of being FAQed anytime soon.  So here, I'll endeavor to build a list to showcase hand to hand units that will lower the enemies toughness they are facing by 2.

First, there is no heavy selection in the GK codex, except for Rifleman Dreads with psybolts.  We will have 3 of those please.  That will provide us with some fire support, and really gives us the only true long range we will have.

Next, I will take a Grand Master and give him rad grenades.  Yeah he has terminator armor, but we're going to put him in a chimera so we don't care.  He is the first of our units that will give us both Hammmerhand and Rad Grenades. He also gives a unit of henchman he is with and we shall know no fear. Finally, he will also let us have access to a pair of outflanking GK units by giving them scout through Grand Strategy.  I'll go ahead and buy a pair of 5 man GK with psycannon.  They will go in reserve and hopefully outflank later in the game once your HtH units are in the enemies face.  They will be my in your head and late game objective grabbers.  I don't want to spend any more points here than I have to.  Since there is also debate whether henchman complete your mandatory two troop choices on the FOC, even with Cochise,  I will also avoid that debate alltogether as well.  The GKs should hopefully cause your opponent to cluster his units toward the middle of the board, or away from the edges, which is what we want.

Now I buy 3 Techmarines.  Each is given Rad Grenades.  These will serve as the anchors for our other units with the ability to give them hammerhand, rad grenades, and will give our other 3 units of henchman and they shall no know fear, too.  Dont forget this will give your units a flamer attack before they assault and a single powerfist type attack.

Next Cochise is an absolute must.  We need him for henchmen to be troops, but we also want his sanctuary ability.  We need to limit the enemy countercharges.  He will join the most central unit of henchman and help make getting away difficult for the enemy once he is up in their face.  He helps out all chimeras and units within 12" of him with sanctuary.

Now, I buy 4 units of henchmen with Chimeras.  When the chimeras and units deploy, one gets the GM, and the other three get techmarines.  The most central unit is deployed with Corteaz in in too.  You can play around with the assassin/crusader loadout, but for here I have taken units of 4 assassins and 3-4 crusaders per unit.  I also put a pair of meltaguns in each unit.  You'll need the short ranged melta to get the squishy innards of those enemy tanks.  With Hammerhand and Rad Grenades, your WS 5 assassins swing with 16 Str 5 attacks at enemies that are -1 toughness at initiative 6.  Any returning blows hopefully bounce off crusader shields. 

You can also always drop one of the units and one of the techmarines for more halberds/hammers, etc if you don't like the full in your face aspect of this list.

Not exactly the type of list I would choose to play, but I think it would work fairly well.  You've got 6 units of troops, and 7 pieces of armor.  If you want, you can bolster the crap out of the terrain on the board.  Maybe target terrain your GK units will be moving into. 
 
Grand Master, Rad Grenades 190
Techmarine, Rad Grenades 100
Techmarine, Rad Grenades 100
Techmarine, Rad Grenades 100
Rifleman Dred, Psybolts 135
Rifleman Dred, Psybolts 135
Rifleman Dred, Psybolts 135
Cochise 100
4 death cult assassins, 3 crusaders, 2 acolytes melta guns 133
chimera ` 55
4 death cult assassins, 3 crusaders, 2 acolytes melta guns 133
chimera 55
4 death cult assassins, 4 crusaders, 2 acolytes melta guns 148
chimera 55
4 death cult assassins, 4 crusaders, 2 acolytes melta guns 148
chimera 55
GKSS, psycannon 110
GKSS, psycannon 110

1997