Grey Knights Dreadknight Painting Guide

I found the main problem with this model, is the sheer amount of silver! Using different techniques on areas to vary the shades of silver is a must, very few other details, the trickiest bit is probably the sword.. there’s so many ways to paint swords, research a few if you don’t like what i did.


First undercoat the model in black paint, this can be painted on with a brush, but i find this leaves an un-even finish. For the professional look I always recommend using a spray-paint, the one i used here is ARMY PAINTER BLACK. This easily gets into all the little nooks, and gives a great painting surface.


This first section shows you how to paint all the functional metal pieces (not armour plates)

1 – Paint all metal pieces in BOLTGUN METAL, you don’t have to be too neat at this stage, as its the first colour on, and we’ll be painting all the other areas different colours.
2 – Cover all these areas with a wash mix, 50/50 BADAB BLACK & DEVLAN MUD. This makes the metal look more worn, and the brown
shade makes a good contrast to the silver/blue armour.
3 – using MITHRIL SILVER, edge highlight any sharp edges of the metal, its best to do the upper edges, as it looks like light reflecting from the corners. Also paint any piston parts in this colour, there are a few hidden on the back of the legs too.
4 – Paint over pistons, with a light wash of BADAB BLACK.


This is the grey knights trademark, so it needs to look right, we’re going for a bright silver with a bluish tint.

1 – Paint all the armour plates MITHRIL SILVER
2 – Wash all the armour in a 60/40 mix of ASURMEN BLUE / BADAB BLACK. Only a light wash and try to make it as even as possible, so there aren’t patches of wash in the wrong places, its ok to leave little pools around rivets and the in corners, not on the smooth surfaces.
3 – Edge highlight the corners of the plates again with MITHRIL SILVER


Break up those large silvery areas with some nice shiny gold bits, anything that looks like an embellishment is good to paint gold.

1 – Paint with TIN BITZ, this is a great base for any gold/bronze colour.
2 – Wetbrush over these areas with SHINING GOLD ( Wetbrushing is a technique verry much like drybrushing…. but not surprisingly
you leave more paint on the brush, gently moving over the raised areas highlighting them)
3 – Apply a lighter wetbrush of a 70/30 mix of SHINING GOLD / MITHRIL SILVER, further highlighting these parts.
4 – Finish with a light wash of GRYPHONNE SEPIA, this blends the gold colours together finishing it nicely.


This section covers the white and red areas, white can be tricky to do, but this technique is pretty easy if you take your time.

Parts like the guns, are just painted red, while the heraldry plates are first painted white, with red details added over the top, as this is allot easier than white over red.

1 – Using ASTRONOMICAN GREY paint any areas you want to be white (heraldry plates)
2 – Mix a 80/20 SKULL WHITE/ASTRONOMICAN GREY and paint over these plates, this should look almost white. pure white plates never
quite look right, as you have no brighter colour to highlight with!
3 – Paint any red areas with MECHRITE RED, I freehanded the lines on the white plates, there’s an easy way to do this…
start by painting on a thin line, slowly going over it repeatedly, thickening the line at some points to straighten it out
eventually the line should be straight, and a good thickness.
4 – Highlight the red areas with BLOOD RED


Not many details on this model, the main one is the sword blade, so I’ll go through a few quickly.

BLACK – Paint black areas with a mix of CHAOS BLACK, with a tiny bit of ADEPTUS BATTLEGREY. So its not quite pure black, highlight this with pure ADEPTUS BATTLEGREY.

BONE – There’s a few skulls and scrolls that can be done this colour. Paint DHENEB STONE, wash with DEVLAN MUD, then highlight with BLEACHED BONE

SWORD – The blade was painted by blending colours through NECRON ABYSS / ICE BLUE, i’ll go into more detail on swords in a future guide.

This guide was written by Owen from Painted Legions, visit his blog for more great guides: Painted Legions

Warhammer 40,000: Codex Grey Knights review

The famous psychologist, Kurt Lewin, once said: “if you want to truly understand something, try to change it”.  Something true for the process of writing codices: if you want to write a good codex you need to understand what you’re writing about, and if you’re going to make changes, you really have to understand what is being changed.  The Daemonhunter codex has indeed changed, it doesn’t get much bigger than a name change.  And so now we’re talking about Codex: Grey Knights, but what else has changed ?

Knight Shift

The section on the geography of Titan is not particularly well written and its inclusion seems all the more pointless for that.  In the Dark Eldar codex you got a real sense of Dark Eldar and how they have an almost symbiotic relationship with their environment; in this book it has all the atmosphere of a surveyors report.  The background also labours the point of how the Grey Knights ruthlessly kill or mind-wipe other Imperial agents, to the point where it seems that they usually end up killing more of their own side than the enemy – a very repetitive part of a section that is shorter than normal and bereft of ideas.  The only two-page story the author manges to put together comes to the inevitably brazen, GW-sales pitch conclusion, where the shiny new item saves the day.

Of course, with the change in name the focus of the material was always going to be different.  But in a book where the Inquisition should still be an important factor there was a severe lack of information on this important part of the Imperial machine, mere sentences in comparison to the GK material.  If the Daemonhunters codex talked too much about the Inquisition, to the detriment to the Grey Knights, then this book has gone too far the other way to the point where it seems the Inquisition parts were included merely to stop this being just another Marine Codex.

This is also reflected in the rules.  Whilst the three main Ordo’s of the Inquisition are represented with rules, they seem to be included as an afterthought.  There are not many options for how you can kit out your Inquisitors, immediately invalidating a large number of conversions around the world.  Added to that is the fact that this elite arm of the Imperium have worse statistics than a Commissar Lord and you begin to think that maybe the author didn’t understand what he was changing.

This feeling is only enhanced by the fact that the elite of the elite now have the statistics of a normal marine, are no longer fearless (perhaps not the worse change though) and have lost their shrouding ability.  Instead you have a number of different Nemesis Force Weapons that give different bonuses to the wielder (to Strength, Initiative, Saving Throw etc).  With an anything goes, mix-and-match attitude to how your squads have access to these weapons there will be more than the normal amount of beginners confusion as players try out and settle on their builds of choice.

As is increasingly the case with new Codices and Army Books, most of the time seems to have been spent on writing up the rules for the Special Characters.  Mordrack’s teleportation and other benefits stand out for the little extra he costs above a standard Grand Master, and of course those who want to field an old-school, non-GK, Daemonhunters army have no choice but to take Coteaz in order to access henchmen as a Troops choice; this could and should have been a purchasable upgrade for any Inquisition HQ, to give the players some say in what they they are ultimately investing a lot of time and money into.

Shades of Grey

This extra attention given to the special characters is annoying because it only highlights the lack of detail and precision given to other units in the codex. Surely the Imperium-wide vehicle types (Rhino, Land Raider etc) should have been able to take GK-specific weapons such as Heavy Incinerators or twin-linked Psycannons ? The much-discussed Nemesis Dreadknight though does seem to be a good addition, bringing a rare (or even unique ?) monstrous creature to the ranks of the Emperor’s servants.

As with the Vanilla Space Marines Codex, why are there only two Troops choices ?  I can understand why GW would want to limit you to play a Grey Knights only army in Codex GK, but if that isn’t viable due to a lack of options then why remove the Stormtroopers as a Troops choice at all ?  Another Force Organisation Chart travesty is the small number of Fast Attack choices compared to the Elite section.  Of the two choices we have the Stormraven Gunship, which looks like it will be rolled out to all the other Space Marine chapters in the future, and the Interceptor Squad, which rules-wise gives something different and unique, but uses the same basic plastic kit as three other units in the army, not lending itself to much visual variation on the field.

Maybe that’s why the pictures that accompany the codex are not as inspiring as in other releases.  The focus on GK means that you are looking at variations of the one type of paint job, and the large group shots just feel overcrowded, with too many models in shot and too many buildings in the background giving an overall impression of muddy-greyness.

Grey Matters

The author of this book has done the equivalent of tending to a bonsai tree with a chainsaw, leaving not much more than a stump for the the reader to play with.  The number of entries available for selection may have increased, but it feels like the amount of choice has decreased, making this a mostly poor read from start to finish.  Hopefully they will not play in as tiresomely repetitive way as the book has been written, and hopefully your local games scene will not see a repetition in builds that a book like this can often lead to.

As you have probably guessed, this release has really disappointed me.  The golden rule is if you have to change something, make sure that change is for the better.  Heraclitus once said that “nothing endures but change”, but lets just hope that we don’t have to endure these changes for as long as between the last edition and this one.  And if (god forbid) the same author is given the same job again, lets hope his understanding has improved over the intervening years.

Changers in the Knight: 4/10

Warhammer 40,000: Grey Knight Terminators review

Grey Knight Terminators (GKT’s) are a mainstay of Grey Knights forces, they’re able to teleport straight into the thick of the action, or fire their heavy weapons whilst relentlessly moving forwards from their own lines. Whilst other Space Marine chapters may have a few score suits in total, the Grey Knights pretty much have a suit for every battle-brother, a privilege granted to them due to the dire threats they must face on a daily basis. This review concerns itself with the new plastic GKT kit released by Games Workshop, which allows you to build up to five Terminators or Paladins, including a Justicar or Apothecary.

Old versus New

One of the main benefits when an old army is remade is that the models get redesigned and remade in plastic; certainly, the Dark Eldar release benefited hugely from a complete redesign. But when the Grey Knights were announced, with new plastic kits to replace the metal sculpts, there was a good amount of trepidation amongst players. Most people liked the old models, and didn’t want to see them become invalidated either due to a completely new design for the models, or due to scale creep (the tendency for new releases to gradually get taller than older models over a number of years).

Happily, in this case the old and the new sit together very well, the style has been retained and they are at the same scale. That doesn’t mean that the plastic miniatures are basically the metals done in plastic; there are a number of subtle differences between the models.

The plastics have a hood-type affair now, but hopefully this doesn’t mean that they’ve now taken to hanging out over the balcony at your local shopping centre. The detailing on the armour plates has also been updated: the writing is now more clearly defined and all the edges are much sharper. The sharpness extends to the all the components: the helmets, weapons, and bling have good definition too.

The Sprues

Grey Knight Terminators Sprue 1


Grey Knight Terminators Sprue 2

Grey Knight Terminators Sprue 3

Building Your Unit

Grey Knight Terminator
Grey Knight Terminator

The components are packed closely together on the sprues, and many of the parts are fragile, or fiddly, so unclipping the components is a fairly fraught process. This is another kit where the parts are attached on the parts where you want things presented at their cleanest and smoothest, and this does take a bit of work to clean up. The review kit had a number of mould lines in inconvenient locations – these weren’t the worst examples seen – but it was another thing that needed some attention before the building process could begin.

Grey Knight Terminator
Grey Knight Terminator Incinerator

It proved difficult to get a clean contact between the limbs and torso, real attention was needed to make sure that the parts were touching correctly and the parts needed to be held for longer than expected for a satisfactorily strong join to be established. I don’t usually bother with instructions, but with the number of options in the kit i thought I would have a look. Unfortunately, I think it left me more confused, as the explanations for building each type of miniature were a bit muddled. I think that having a basic diagram showing the core build of the marine, followed by sections showing the alternative builds would have worked better.

Pimp My Knight

Grey Knight Terminator Standard Bearer
Grey Knight Terminator Standard Bearer

These problems are all quite minor though, as for all these quibbles the kit is pretty great. It is possible to make a great range of poses for anything from attacking terminators to a more heroically posed model. There are lots of small extras that you can use to add extra details to your marines. Little really does mean little though, when using the model some forceps would have been useful, as well as a scalpel, someone to wipe my brow and perhaps a full medical team in attendance too. I exaggerate of course, but I was worried about losing some of these smaller parts. There are also multiples of most of the weapons – certainly your bitz box will be fuller when you’ve finished. The notable exception being that there is only one Daemonhammer supplied, so expect to see the business press listing its trade price next to Gold and Platinum.

Final Thoughts

This kit has been made to a high standard, covers most, if not quite all, of the options you could possibly need, and will provide you with lots of extras for conversions in any other projects you might have (a Nemesis Falchion has already been press-ganged into a becoming a powersword for an Imperial Guard officer). This really is the kit that patient ex-Daemonhunter players have been waiting for (and, dare I say it, deserved), and it scores:

Strangers in the knight: 8/10


Warhammer 40,000: Grey Knight Nemesis Dreadknight review

The Grey Knight Nemesis Dreadknight (which for my sanity’s sake I will refer to as the DK, just don’t start thinking I’m talking about a publisher) is probably the most talked about new thing in the Grey Knights release.  It’s something quite different from anything they’ve released before, perhaps being most similar to a Penitent Engine in looks or a Wraithlord in terms of game mechanics.  This review is going to focus solely on the model, the aesthetics and how it builds, rather than how it plays “in game”.

Like most of the recent kits from Games Workshop, the sprues are densely packed.  Perhaps they’re getting a bit too packed though, it seems to be getting increasingly difficult to cleanly clip components of the frames these days.  Mercifully, there are not too many mould lines to clean up, though a major gripe is how many of the attachment points to the frame are on the smooth flat armour surfaces, which need a lot more care and attention in order to get the smooth finish that a model like this requires.

GW have also started numbering the components on the sprues, to match with the illustrations on their instructions.  This is a good idea, but it’s an idea that has been poorly executed.  There seems to be no logic to this numbering.  If for instance components 5 and 6 are to be glued together you would suppose that they would be next, or at least close, to each other on the sprue.  In actual fact they were not even on the same sprue, part number 5 instead sitting happily amongst the 70’s and 90’s on another of the (in total) 3 sprues supplied.  A minor annoyance, but one that could have been easily avoided by using more intelligent numbering.

The Sprues

Grey Knight Nemesis Dreadknight Sprue 1

Grey Knight Nemesis Dreadknight Sprue 2

Grey Knight Nemesis Dreadknight Sprue 3
Grey Knight Nemesis

When looking at the preview pictures, the fairly static poses that the figures were given caught the eye; leaving me wondering whether this was intentionally done by the painter to show off the detail, or a limitation of the kit.  Well, on building the legs it became apparent that it was the latter.  Not only have the designers not given you an out of the box way to dynamically pose the legs, they have designed the model to actively make it difficult to achieve such a goal, because of the way the terminators pilots legs attach to the DK.  When the DK has legs that are so much longer than those of the dreadnought it really feels like an opportunity has been missed, especially when you think of the Sentinel kit and how the newer version came with improved knee joints for extra pose-ability.

The same is also true to a lesser extent with the upper torso, the pistons that control the movement of the upper arms effectively prohibit completely free movement of the limbs, and the arms are a bit too short to allow a two handed sword holding pose.  Speaking of the weapons, there are only parts to fully build two of the three ranged weapons (the Heavy Psilencer, the Heavy Psycannon and Heavy Incinerator); this is also the case for the three right-hand close combat weapon options (The doomfist, Nemesis Greatsword and Nemesis Daemon hammer) [what is it with GW and their increasingly stupid names ? – ed], though those with some sculpting skills should be able to quite easily build the missing part of  the hand that’s required.  This would then mean that with a bit of magnetic magic you have swappable weapons options for your DK.

Complete Nemesis Dreadknight
Complete Nemesis Dreadknight

Now we come onto my thoughts on the look of the model, which admittedly are purely subjective, so you may feel inclined to disagree.  As Paul said in his Grey Knights preview piece, it’s difficult to say whether I love or hate this kit, I guess in reality it is a bit of both.  I like the overall slickness, but I think it has been spoiled by some of the additions like the pistons controlling the arms, and the “headless horseman” aspect of the design.  Then there is the writing, technically a great achievement, again showing how far GW have come with plastics, but with the words themselves just a touch silly – I think I would have preferred that they stuck to the cod-latin stuff.

And then there is the pilot, in what can only be described as a baby harness.

Overall it’s aesthetics are as confusing as the numbering on the sprues.  Is this supposed to be a slick technological marvel, or something only half a step more advanced than a sentinel ?  It has the smooth armour, but then a very static pose and pistons etc sticking out all over the place.  As alternative comedians like to say: “what’s that all about ?”

So a lot of annoyances for me in the look and design of this kit, but despite all of that I wouldn’t say it was bad, it’s just a bit of a disappointment considering what they nearly achieved but didn’t quite.  Given a few months I’m sure a number of guides will be published on converting this into something that will realise it’s potential a bit more, and it’s on the basis of the kits potential that the Nemesis Dreadknight gets:

Good knight and good luck: 6/10



New Warhammer 40,000 Grey Knights

The new Warhammer 40,000 Grey Knights have now been revealed, after passing a casual eye over the new models online I have come to the following opinions.

Grey Knight Nemesis Dreadknight

I really don’t know what I think of the Nemesis Dreadknight. One side of my brain insists it’s the coolest thing since sliced bread (you need to get out more – Ed) the other half thinks it just doesn’t look right… Could it be that it just looks too elegant, too manga, even for the Grey Knights? Click here for a pic.

Assuming you agree with the less negative side of my brain you can pre-order the Grey Knight Nemesis Dreadknight here at 20% off*: Grey Knight Nemesis Dreadknight

Grey Knight Terminators

The miniatures from the new Grey Knight Terminators new plastic boxed set look very similar to the old metal miniatures, which is a good thing as they’ve always looked great and they should fit into existing armies nicely. Reading through the box contents it looks like there are a good number of options, including some not available previously. Click here for a pic.

Pre-order the new Grey Knight Terminators at 20% off* here: Grey Knight Terminators

Grey Knights

Pretty much the same situation as with the Terminators; very similar to the old models but with some new options. Click here for pics.

Pre-order the new Grey Knights at 20% off* here: Grey Knights

Lord Kaldor Draigo

A nice looking Grey Knight character. Really great looking shield and standard on this chap, the shield in particular looks amazing, just dripping with Grey Knight text and iconography. Click here for pics.

Pre-order the new Lord Kaldor Draigo at 20% off* here: Lord Kaldor Draigo

*Prices correct as of 9th March 2011.