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.