Stormonu wrote:Been looking over the "Grey Knights Worst Codex ever" and doing some thinking. No tweaks to the actual datasheets, but thinking about some Psychic powers and strategems that may help them. Please let me know what you think (before I try them in some home games).
PSYCHIC POWERS
Mind Storm: Psychic Charge 5; Range 18"; One enemy unit takes 2D3 hits at
STR 4
AP 0. If the unit has more than 10 models, it takes
2D6 hits. On a psychic test of 10+, the enemy unit takes 2D3 hits at
STR 5
AP -1,
2D6 hits if there are more than 10 models.
I like it, but it feels a little wordy. Maybe make it less variable? As in get rid of the "on a test of 10+" part? Remember to up your number of hits against a large squad is easy enough, but having to recalculate the strength and
ap as well as the number of hits but only when you roll a certain number (which is different from the number needed to get a super smite) feels slightly overwrought.
Also, I kind of feel like
WC 5
may be a little low for this. I realize it's not doing mortal wounds, but you have a higher minimum, average, and maximum damage output against mobs of boyz and gaunts. A smite will average about 2 dead ork boyz with the potential to kill up to 3 (or 6 if you super smite). This power will average 7 hits which will turn into about 3 or 4 dead orks with the potential to kill up to 12. This power also lets you pick your target (which I believe can be a character as it's currently worded) instead of targeting the closest thing. It's pretty comparable to smite against things like marines, but it's somewhat better against its preferred targets.
Pierce the Veil: Psychic Charge 7 (9 if target is a Character); Range 18”; Target unit loses its invulnerable save until the end of the round.
Harlequins say, "Ouch." Is this how Death Hex works? I'd probably just copy Death Hex.
STRATAGEMS
The Emperor Protects (2 CP): Select a friendly unit. Models in that unit may reroll any Saving Throws this phase at AP 0.
Please clarify. Does this reduce the
AP of enemy attacks to 0, or does it only allow you to reroll saves against attacks that are already
AP 0? Also, you should probably specify when this stratagem is used. Is it when the friendly unit is targeted by a ranged attack? At the start of the Fight phase? Being able to pop this after your opponent has already committed to attacking a unit makes it quite a bit more powerful than if you had to pop it at the start of the phase thus allowing your opponent to just opt not to attack the buffed unit.
Either way, I'm a little worried about how potent this is. If you're saying it lets you reroll saves AND ignore
AP, this basically makes one terminator squad all but invulnerable for a phase. Which is pretty lame and frustrating for the opponent that has to deal with it. If it only lets you reroll saves against
AP 0 weapons, then it basically makes you immune to small arms fire for a phase. Which also doesn't sound like much fun to play against if you happen to be fielding an army without a great deal of
AP at its disposal (I'm picturing a squad of hormagaunts).
I get the impression that this might be less of a big deal in a pure
GK list where command points are in short supply and your opponent can opt to focus on a different unit that will also be expensive on a model by model basis. If I wanted to abuse this, however, I'd just take a small
GK detachment alongside some guard and maybe something else and use this stratagem to make my
GK unkillable for a few turns.
What is the intention of this power? Perhaps you could give it a weakness that can be exploited so that it's more interactive? Maybe change it to "ignore the first d3 damage inflicted on this unit this phase" or something so that your opponent has ways to whittle down the added defenses before hitting you with their main punch?
Deep Strike Denied (2 CP): During the enemy’s Movement Phase, Select a friendly Intersessor squad and roll a D6. On a 1-5, one enemy unit of your choice that has not yet deployed cannot deploy outside of their deployment zone this turn, and must be more than 9” away from any of your units. On a 6, the enemy unit have chosen cannot deploy this turn.
I'd be tempted to drop the
d6 roll and just have it always follow the 1-5 result. Post
FAQ, we basically only have turns 2 and 3 in which to deepstrike outside of our deployment zone. Basically being forced to wait an extra turn to get your unit into the game is kind of a feelbad rule. Also, there's a small chance that this causes your opponent's unit to never be allowed to show up (a 1 in 36 chance assuming they wait until turn 2 to start trying to show up). It won't happen often, but your opponent will never feel good about your house rule that makes them lose a Blood Thirster before it even hits the table.
Also, as worded, there's no reason to select an intercessor squad other than, I guess, to require there be such a squad in your army for this to work.
Given that you seem to want to tie this to an intercessor squad and that being forced to footslog into the guns of the
GKs' allied guard isn't much fun, how about a stratagem that just prevents units arriving from reserves to do so within X" of a selected intercessor squad? Or even all intercessor squads? Let's say X is 12". you've basically prevented enemies from charging out of deepstrike. Let's say X is 18"; you've kept them out of smite range. In both cases, your opponent is still able to more or less start getting his army into position on turn 2, and the fact that your intercessors will cover more area if they take a forward position means that any units he's not deepstriking will be more likely to have the option of engaging your intercessors, thus creating a more engaging set of decisions.
Aside from that I basically agree with JNA's points.