Grey Knights Β· detachment

Grey Knights Warpbane Task Force Detachment Guide

The 3 DP flagship β€” the competitive yardstick every other Grey Knights list is measured against.

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.

If you want the strongest, most rounded Grey Knights army, this is where most players land. Warpbane Task Force is widely regarded as the faction's best detachment, and in 11th edition that pedigree is reflected in its cost: at 3 DP it consumes your entire Detachment Points budget in a 2,000-point game, so you're committing to it as the whole identity of your army rather than a bolt-on. In return you get a detachment designed to make Grey Knights do what they do best β€” teleport, strike, and grind down elite and daemonic targets β€” as a cohesive package. Because it's a codex detachment carried into 11th edition via the Faction Pack, always read its current rule, stratagems and enhancements straight from the live rules; the specifics below are strategic framing, not a rules reproduction.

The detachment rule

Warpbane Task Force is the Purifier-leaning, anti-daemon flavour of Grey Knights, and its detachment rule is built to reward playing the army the way it's designed: aggressive, precise, and hardest against the toughest enemies. Rather than boosting one unit, it lifts the whole force, which is exactly why it's priced at the top of the DP scale. Treat it as your default 'good stuff' engine when you simply want the most competitive Grey Knights list. The exact wording of the rule β€” and any conditions on when its bonuses apply β€” changes with balance updates, so confirm the current version in your Faction Pack before relying on a specific interaction.

Stratagems and when to use them

A 3 DP detachment gives you a full suite of stratagems that reinforce the alpha-strike-and-reposition loop. In practice you'll spend Command Points to sharpen a key charge, protect a unit that has just teleported into an exposed spot, or squeeze extra damage out of your Nemesis weapons at the decisive moment. The discipline is the same as always with Grey Knights: because you have so few units, spend stratagems to make sure a fight you commit to is one you win, not to bail out a bad trade. Read the exact stratagem list and costs from the current rules β€” names and CP values are common patch targets.

Enhancements

The detachment's enhancements are best invested in the character who anchors your main threat unit β€” typically a Grand Master or Brotherhood Champion leading Terminators or Paladins. The goal is to turn one already-scary unit into a genuine game-winner: more melee output, better survivability, or a mobility trick that lets it be where it matters. With such a small army, a single well-buffed hammer unit carries a disproportionate share of the game, so pick the enhancement that best amplifies your plan rather than spreading them thin. Confirm the available enhancements and their points in the live Faction Pack.

Key units

This detachment plays to the classic Grey Knights core: Terminators and Paladins as the durable elite hammer, a Nemesis Dreadknight (or two) for mobile firepower and melee reach, and Strike Squads to hold objectives and screen. Purifiers fit the thematic anti-daemon angle nicely if you have them. Because the whole army benefits from the detachment rule, you have real freedom to field a balanced list rather than a one-unit gimmick β€” which is a big part of why this detachment is so consistent. Lean into units that appreciate teleporting into the perfect position each turn.

When to take it

Take Warpbane Task Force when you want the strongest all-round Grey Knights army and are happy to spend your full 3 DP on a single identity. It's the right pick for competitive play, for a first serious Grey Knights list where you want reliability, and for anyone who prefers a balanced force over a hyper-specialised one. Skip it if you'd rather run two cheaper detachments to combine tricks, or if you specifically want to build around Paladins, Purgation Squads or Interceptors β€” in those cases a 1 DP Faction Pack detachment (optionally alongside a 2 DP codex one) is the more efficient route. Back to the Grey Knights army guide.

Common questions

Why does Warpbane Task Force cost 3 DP?

Because it buffs the entire army and is considered the faction's strongest detachment, it sits at the top of the Detachment Points scale. In a 2,000-point game (3 DP) that means it's your whole budget, so you can't pair it with another detachment there.

Can I combine it with a 1 DP detachment?

Not at 2,000 points, where you only have 3 DP total and this uses all of it. You'd need a larger game with a bigger DP budget to run it alongside anything else β€” check the current DP-by-points table before planning.

Is it beginner-friendly?

Yes, in the sense that it doesn't force a narrow gimmick β€” it lets you field a balanced, forgiving Grey Knights list and learn the army's core teleport game. Just confirm the current rule and stratagems in the app, as details shift with dataslates.

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.