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Made in us
Longtime Dakkanaut

Denison, Iowa

I agree with the two costs. Power armor guys give up both a storm bolter and ccw, terminators only give up their storm bolter.
Made in us
PanOceaniac Hacking Specialist Sergeant

But that cost should be soaked into either the CCW or the base terminator.

Edit: make terminator MELEE weapons have different costs and I think it's fine

This message was edited 1 time. Last update was at 2017/12/10 22:50:00

Made in us
The Conquerer

Waiting for my shill money from Spiral Arm Studios

That would be a more correct way to approach it.

Or they should just be sensible and let Terminators ignore move and fire penalties. Like they have since 1987!!!!!!

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

Made in us
Neophyte undergoing Ritual of Detestation

Ok guys.
So I played again with the same changed rules I did before. And I’m really starting to like them. It was a super fun game. Also paladins with an iron halo was great.

Made in us
Guarded Grey Knight Terminator

I pushed my feedback to the GW email. Y'all should do the same and have a little outrage about the upcoming beta rules that further nerf our smite

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope"
-Paul of Tarsus 
Made in us
Longtime Dakkanaut

Denison, Iowa

If smite is being nerfed, psychic power armies should not have pre nerfed smite.
Made in it
Psychic Novitiate selected by a Gatherer

The smite nerf is awful(at least for GK) and I’ll send an email as well.
Also Spartan the changes you tested worked well?(no balance problems and the like)
Made in us
Neophyte undergoing Ritual of Detestation

No, honestly my good friend who plays Orks agrees 100% with the changes. (Same ones I talked about a few pages back in this thread) with all the changes it makes Grey Knights fun to play and fun to play against. It was really not fun for either of us to have one squad of tank bustas wipe all my paladins out. And then he would be casting full smite and I only got baby smite. Plus the whole rule of one thing is nonsense for us. Casting three times is both powerfull yet challenging. It’s fun to try really think about who I want to have sanctuary instead of one GMDK with it and that’s all.

Oh and I was using a made up warlord trait for a 5+ to get back cp, cheap 1 cp stratagems, my captains istead of double range gave re roll wound rolls of one.

I’ll have to write them all out for you guys exactly what I use. But we played some 3-4 games with normal grey knight rules and both didn’t have any fun. We now have had two games with all the proposed changes and we have both had a blast. Close games too!

Made in us
Pyro Pilot of a Triach Stalker

Concept: Grey Knights can choose spells from both the Grey Knights and the Space Marines psychic lists. Similarly, once the Thousand Sons codex comes out we'll be able to take from both the Thousand Sons and CSM lists. Still 6 behind the ridiculous number of spells Eldar get but you might actually have enough variety to use all your casters without spamming crappy GK smite.
Made in us
Implaccable Grey Knight Paladin

San Diego, CA

Another idea: rather than modifying the psychic phase give GK something similar to "acts of faith" or "perfect swordsman": give them a set of abilities (3 maybe?) that each unit can choose from and apply to themselves in the psychic phase, similar to IG orders happening in the shooting phase. Maybe a shooting option, a CC option, and a survivability option. Each buff lasts until the next psychic phase. This would bring GK more in line with how they've historically been used, with each squad casting hammerhand/force/warp quake to buff themselves. We could still let each unit cast smite, and maybe have access to the santic discipline.
Psybolt Ammo: increase the strength of all bolt weapons by 1 (or match the stratagem)
Force Weapons: Increase the damage characteristic of all nemesis force weapons to D6
Shrouding: -1 to hit this unit with shooting

Other options:
Quicksilver: +1 to attacks
Might of Titan: +2 strength
Armory of Titan: +1 to saving throws
First to the fray: re-roll failed charges

This way each unit can still benefit from being "psykers" without merely casting smite or having the option for gate of infinity each turn.

Hope is the first step on the road to disappointment.
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