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Made in us
Youth wracked by nightmarish visions



Amarillo, Tx

So after playing our first 3 games last night, I've come to decide that I do like the new edition. The new Tactical Objectives really force the action and draw each army out into the center of the board. The only true drawback that I see is that the Tactical Objectives seem to create too much randomness (and I typically enjoy the randomness of 40k). I think if that would modify the rules to give the opposing player a turn to contest an objective would really help eliminate some of the randomness caused by the cards.

So on to psykers now....

During a game last knight I played my GKs against an army led by Mephiston. First off, I have to say that the GKs have definitely benefitted by this new edition. But we had some serious challenges when trying to figure out how to handle Mephiston's psychic powers. Anybody run across this yet? Also, from the way we read the book, Mephiston, versus an army of Grey Knights is effectively useless. Grey Knights will statistically be able to deny every one of his psychic powers. Or are we reading it wrong?
   
Made in dk
Servoarm Flailing Magos






Metalica

merse24 wrote:
So after playing our first 3 games last night, I've come to decide that I do like the new edition. The new Tactical Objectives really force the action and draw each army out into the center of the board. The only true drawback that I see is that the Tactical Objectives seem to create too much randomness (and I typically enjoy the randomness of 40k). I think if that would modify the rules to give the opposing player a turn to contest an objective would really help eliminate some of the randomness caused by the cards.

So on to psykers now....

During a game last knight I played my GKs against an army led by Mephiston. First off, I have to say that the GKs have definitely benefitted by this new edition. But we had some serious challenges when trying to figure out how to handle Mephiston's psychic powers. Anybody run across this yet? Also, from the way we read the book, Mephiston, versus an army of Grey Knights is effectively useless. Grey Knights will statistically be able to deny every one of his psychic powers. Or are we reading it wrong?


Guess it depends on what you're bringing.
Terminators got even worse of a choice when you can get 2 die for the price of one by using strike squads.
There's some pretty messed up things you can do if you wanna dominate the psychic phase with GK.
Solodins. Each one is worth a die. Bring a bigger bucket of dice.

It's a good thing the psychich phase isn't the kind of game breaking phase in 40k that the magic phase is in Fantasy, when one army can so completely dominate it in 40k.

 
   
Made in us
Lesser Daemon of Chaos




The deck of the Widower

It isn't just Mephiston that is currently broken, the Grey Knights are also not working properly. If you go by the rules as written they can't take any powers from the BRB as they have specific powers listed. Those powers mostly have casting rules and timing that no longer are possible. I have poured over this as those are my two armies and so far i have decided that to get them to work you have to rewrite them. As for Mephiston, he is terrible now since his movement power can just be stopped (though it has to be rewritten to do anything) and he still can't join a unit to protect himself. They just need to hurry up with the erratas so we can play these armies.

 
   
Made in us
Youth wracked by nightmarish visions



Amarillo, Tx

I don't really see Grey Knights as being broken, unless I am missing something. I just follow the current FAQ until it gets updated. The Librarian and Coteaz and a few others get BRB powers where most of the other HQ and infantry units get standard codex powers.

My main thought was that a psyker heavy army (GKs Eldar, etc) can pretty much shut down a lone psyker in an army (aka BA's taking Mephiston only)
   
Made in us
Lesser Daemon of Chaos




The deck of the Widower

Dark Excommunication, Heroic Sacrifice, Psychic Communion, Astral Aim, Cleansing Flame, Zone of Banishment, and The Aegis/Reinforced Aegis are all powers or special rules that need rewritten to work properly. That is far too many things IMO that needs fixing to not be considered broken. Also, as I read it, the Brotherhood Banner turns on your force weapons without needing to roll for the power. If that is how it is supposed to work, how do you deny it? No roll was made, do you just declare you use it during the psychic phase? Things like this need clarified in order to be able to play unless they state that we are left to our own devices to fix our own codex. In which case, why are we buying codices from them if we need to write our own rules?

This message was edited 1 time. Last update was at 2014/05/26 17:59:57


 
   
 
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