Grey Knights Β· detachment

Grey Knights Argent Assault Detachment Guide

A 1 DP Faction Pack detachment that finally makes Paladins the melee monsters they should be.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

Paladins have always looked terrifying on paper β€” elite two-wound Terminators with the best Nemesis weapons in the army β€” but in practice their Strength has often left them struggling to wound the biggest, toughest targets they're supposed to hunt. Argent Assault, one of the three new 11th-edition Faction Pack detachments, exists to fix exactly that. For a single Detachment Point it turns a Paladin squad into a genuine can-opener against high-Toughness enemies, and because it's so cheap you can bolt it on next to a 2 DP codex detachment in a Strike Force game. This is a focused, unit-specific package rather than a whole-army identity β€” commentary below, not a rules reproduction, so verify the specifics in your Faction Pack.

The detachment rule

The core idea of Argent Assault is straightforward and powerful: it helps your Paladins wound targets that are tougher than they are. In broad terms the detachment rewards Paladin squads with improved wound rolls when they swing into higher-Toughness enemies β€” precisely the situation where their raw Strength normally lets them down. That flips them from 'looks scary, bounces off Knights and Greater Daemons' to a reliable elite killer against exactly the monsters Grey Knights are built to hunt. The exact trigger and value of the bonus should be read from the current Faction Pack, since these new detachments are prime candidates for early balance tweaks.

Stratagems and when to use them

The detachment's stratagems reinforce getting Paladins into the right fight and making that fight lethal β€” expect tools that help you land a charge out of Deep Strike and squeeze extra punishment out of your melee. Use them to guarantee the alpha strike: a Paladin squad that arrives, charges, and swings with boosted wounds can delete a priority target in one activation, and that's exactly the moment to spend Command Points. Don't hold them for a rainy day β€” this detachment is about a decisive first hit. Confirm the current stratagem names and CP costs in the live rules before you build around a specific combo.

Enhancements

Put the enhancements on the character leading your Paladins β€” typically a Grand Master or Brotherhood Champion β€” to push the unit further toward one-shot potential, whether that's shoring up the charge, adding survivability so they arrive intact, or sharpening their output. With only a single 1 DP detachment's worth of tricks, the aim is to make one Paladin brick into an unmissable threat the opponent has to answer. Check which enhancements are actually available and their points values in your Faction Pack, as these are exactly the kind of detail that moves with updates.

Key units

Paladin Squads are the entire point β€” this detachment is named for them and every benefit flows to them, so you'll want at least one strong brick, ideally led by a durable character. Around that core, standard Grey Knights support still applies: Strike Squads to hold ground, a Dreadknight for extra pressure, and Terminators if you want a second hammer. Because the detachment is narrow, don't overload on Paladins to the point your army can't score β€” one or two well-supported squads doing the heavy lifting is the sweet spot.

When to take it

Take Argent Assault when you love Paladins and want them to be your army's centrepiece, or when you already own a Paladin squad and want a cheap 1 DP way to make them relevant. It shines in Strike Force games where you can pair it with a 2 DP codex detachment for a rounded list. Skip it if you don't field Paladins, or if you'd rather a whole-army buff like Warpbane Task Force. For how it fits the bigger picture, see the Grey Knights army guide.

Common questions

What does Argent Assault do for Paladins?

Broadly, it improves their ability to wound tougher targets in melee, addressing their long-standing weakness against high-Toughness monsters and vehicles. The exact bonus and its conditions should be confirmed in the current Faction Pack.

Is one Detachment Point worth it?

For a Paladin-focused list, yes β€” it's a cheap, high-impact package that leaves room to pair with a 2 DP codex detachment in larger games. If you don't run Paladins, spend the DP elsewhere.

Do I need a specific character to lead the Paladins?

A durable leader like a Grand Master or Brotherhood Champion maximises the unit and carries the detachment's enhancements well, but check the current datasheets and enhancement list for the best fit.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.