How to Play Grey Knights in Warhammer 40,000 11th Edition
The all-psyker daemon hunters teleport across the board, hit like a hammer, and die in droves if you play them carelessly. Here's how they work in 11th edition.
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.
Grey Knights are Warhammer 40,000's most concentrated army: a secret chapter of psychic Space Marines bred to hunt daemons, where every single model β down to the rank and file β is a trained psyker swinging a Nemesis force weapon. On the tabletop that means tiny model counts, premium points costs, and a teleporting alpha-strike playstyle unlike anything else in the game. In 11th edition (2026) they carry forward their 10th-edition codex and pick up an 11th-edition Faction Pack, so you get the full codex detachment roster plus three brand-new budget detachments. This guide covers how the army plays now, how Detachment Points reshape your list, and which detachment to reach for first. Numbers move with every balance dataslate β always confirm against the current rules and the official 40k app.
What changed in 11th edition
11th edition (launched mid-2026) didn't hand Grey Knights a fresh codex β like most factions they run their existing 10th-edition Codex alongside a free 11th-edition Faction Pack PDF from Warhammer Community. The Faction Pack re-costs everything into the new Detachment Points economy and, crucially, adds three new narrow detachments β Argent Assault, Fires of Purgation and Immaterial Interdiction β each built around a single previously underused unit. Your familiar codex detachments (Warpbane Task Force, Brotherhood Strike, Hallowed Conclave, Banishers, Sanctic Spearhead, Augurium Task Force) all survive, re-slotted into the DP framework. The headline shift is structural rather than a stat overhaul: the same datasheets, but a new list-building layer that lets you pair a powerhouse detachment with cheaper, focused ones. Always check the latest Munitorum points and dataslate before locking a list.
The army rule: everyone's a psyker, and Gate of Infinity
Two things define a Grey Knights army. First, everybody is a psyker: rank-and-file Strike Squads, Terminators, even the walkers, all carry the Psyker keyword and Nemesis force weapons that punch hard in melee. Second, the faction ability β Gate of Infinity, the evolved form of the old Teleport Assault rule β lets you scoop eligible units off the board at the end of your opponent's turn and drop them into Strategic Reserves, then redeploy them from your next Movement phase. How many units you can teleport scales with game size (broadly two, three or four as you climb from Incursion to Strike Force to Onslaught). That turns the whole army into a repositioning threat: you dodge charges, escape being pinned, and reappear exactly where the game is being decided. Confirm the exact wording and unit counts in the current Faction Pack β teleport rules are a frequent errata target.
How Detachment Points work for Grey Knights
11th edition replaces 'pick one detachment' with a Detachment Points budget: you get 2 DP at 1,000 points and 3 DP at 2,000 points, and you spend that budget across one to three detachments. Detachments are priced by power β narrow, conditional ones cost 1 DP, standard codex detachments cost 2 DP, and army-wide powerhouses cost 3 DP. For Grey Knights that means their strongest codex option, Warpbane Task Force, eats your entire 3 DP budget on its own, the other codex detachments land at 2 DP, and the three new Faction Pack detachments come in at just 1 DP each. The interesting builds live in the maths: at 2,000 points you can go all-in on one 3 DP detachment, run a 2 DP codex plus a 1 DP specialist, or stack a couple of cheap 1 DP detachments. With so few models on the table, every DP choice really tells.
The detachment landscape
Grey Knights' roster splits cleanly. The codex side gives broad, whole-army identities: Warpbane Task Force is the established powerhouse and competitive benchmark; Brotherhood Strike leans into deep-strike aggression; Hallowed Conclave rewards Terminator-heavy lists; Banishers turns your psychic melee up against tough targets; Sanctic Spearhead builds around Dreadknights and vehicles; and Augurium Task Force adds extra repositioning tricks. The three new 11th-edition detachments are deliberately narrow, each supercharging one unit that codex builds tended to ignore: Argent Assault for Paladins, Fires of Purgation for Purgation Squads, and Immaterial Interdiction for Interceptors. Because they cost only 1 DP, they're less 'build your whole army around this' and more 'a focused package you bolt on'. The precise stratagems and enhancements inside each are best read straight from the Faction Pack, since exact values move with balance updates.
How to choose your detachment
Start from what you own and how you want to win. If you have a Terminator-heavy collection and love an alpha strike, a codex detachment like Brotherhood Strike or Hallowed Conclave gives your whole army a coherent plan for 2 DP. If you're chasing the strongest competitive shell and can spend your full budget, Warpbane Task Force at 3 DP is the standard other Grey Knights lists are measured against. If you already have a favourite unit β a squad of Paladins, Interceptors or Purgation Squads gathering dust β the matching 1 DP Faction Pack detachment is a cheap way to make them punch above their weight, and it pairs neatly with a 2 DP codex detachment in a Strike Force game. New players should resist over-combining: one clear detachment identity beats three half-used ones. Whatever you pick, sanity-check the current points and DP costs in the app first.
A discipline tip: you will always be outnumbered
Here's the Grey Knights discipline lesson: you will always be outnumbered. This is one of the lowest model-count armies in the game β a full 2,000-point force can be under thirty models β and each one is expensive, so every casualty is a real chunk of your army gone. That changes how you play. Don't fling units forward hoping to trade; use Gate of Infinity to strike only when you can win the exchange, then teleport survivors out before your opponent swings back. Screen your key characters, value objective scoring over kills, and remember that a unit sitting in Strategic Reserves is a unit that can't be shot. The flip side of fragility is precision: your teleporting elites should always be where they matter most and never caught out of position. Patience and target selection win far more Grey Knights games than raw aggression.
Where to start
To get playing, the Grey Knights Combat Patrol box is the natural on-ramp: it packs a leader, a Nemesis Dreadknight, and a couple of Terminator and Strike squads β a legal small-game force and the core of something bigger. From there, Terminators and Paladins form your durable elite hammer, while a second Dreadknight adds mobile firepower. Because the army is so model-light, you reach a full-size list faster (and cheaper in painting hours) than almost any other faction β a genuine perk for newcomers. Browse current Grey Knights boxes and starter bundles at /40k/boxes, and if you're still weighing factions, our beginner army guide compares Grey Knights against easier-to-pilot starting armies. For the full army breakdown and unit-by-unit detail, see the Grey Knights army hub.
Common questions
Are Grey Knights a good army for beginners?
They're a mixed pick. The very low model count is genuinely beginner-friendly β fewer models to buy, build and paint, and a full army fits on a small table. But the playstyle is demanding: every unit is fragile relative to its cost, so mistakes are punished hard, and you have to master the teleport-and-reposition game to win. If you want something more forgiving to learn on, see our beginner army guide at /guides/best-warhammer-40k-army-for-beginners.
Do Grey Knights have their own 11th-edition codex?
Not a new one. In 11th edition Grey Knights use their existing 10th-edition Codex together with a free 11th-edition Faction Pack PDF from Warhammer Community that updates them to the new rules and adds detachments. Check both, plus the current Munitorum points, before building a list.
What is the Grey Knights army rule in 11th edition?
It centres on Gate of Infinity β an evolved teleport ability that lets eligible units leave the board at the end of the opponent's turn into Strategic Reserves and return from your next Movement phase, with the number of units scaling by game size. Combined with the fact that every model is a psyker with a Nemesis force weapon, it makes the army an extremely mobile precision strike force.
How many detachments can I run at once?
11th edition uses a Detachment Points budget: 2 DP at 1,000 points and 3 DP at 2,000 points, spent across one to three detachments. Grey Knights' cheap 1 DP Faction Pack detachments make it easy to mix a main detachment with a focused specialist, while their top codex option can cost your whole budget on its own.
Which Grey Knights detachment is the strongest?
Community consensus points to Warpbane Task Force as the standout, which is why it carries the 3 DP price tag. That said, the balance picture moves with every dataslate, and the three new 1 DP detachments open up cheaper, more specialised builds β always check the latest points and win-rate coverage before committing.
- Warhammer Community β Faction Focus: Grey Knights
- Tabletop Battles β 11th Edition Faction Pack Review: Grey Knights
- Spikey Bits β 11th Edition Grey Knights Detachments (Paladins, Purgation, Interceptors)
- Wahapedia β Grey Knights (10th Edition Codex reference)
- Sprues & Brews β Grey Knights 10th Edition Codex Review
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β original commentary, not Games Workshop rules text.