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Made in de
Hungry Little Ripper





9th edition FAQ are avaliable

I wonder about this one:

The advanced rules for Command points state that you cannot
gain, or have refunded, more than 1 Command point per battle
round because of any rules (other than via the exceptions listed
on page 245, such as the Battle-forged CP Bonus)

since we gain 1 CP every command phase form being battle forged, wouldnt that mean that our Empyrean Domination Dominus Disciple would be useless as we cant get more than 1 CP ..

This message was edited 1 time. Last update was at 2020/08/10 17:29:41


 
   
Made in us
Longtime Dakkanaut




The battle forged bonus is one of the explicit exceptions listed (and in fact is even directly referenced in the FAQ).
   
Made in de
Hungry Little Ripper





ah thanks for clarifying, so it is still useful to have to get 2 CP back per round
   
Made in au
Stalwart Strike Squad Grey Knight





Based on a leaked image for a Terminator unit datasheet...

Terminators have 3 Wounds now!

For Grey Knights this is really big, as we are the only faction that has Terminators as troops and thus ObSec, which is key to missions in 9Ed. Not to mention the majority of our HQ/Characters come stock in Terminator Armour!

So many, many questions now, does this mean:

- Paladins = 4W
- Librarians, Apothecary, Chaplains, Ancients = 6W
- Brother Captains, Grand Masters = 7W
- Draigo = 8W...!

How will this effect our Strikes vs Terminator choices now? Or our Terminator vs Paladin choices?

Could our GK army reach Custodes-level of wounds per model?

Many play-testers have said that even with the new core-rules and 9Ed point changes already released, we were still missing "a third" of the complete picture. It looks like drastic datasheet changes, weapon profile changes (eg. power swords +1S, heavy flamer 12" range) is part of that missing piece.

This is a real shake up to our (and many other) army's unit compositions and load-outs! Crazy stuff!

This message was edited 1 time. Last update was at 2020/08/11 01:38:03


 
   
Made in de
Hungry Little Ripper





I would hold back on big hopes, remember how 8th edition palyed out when GW "forgot" about the Knights almost all fhe time and took over one year until physic awakening to fix a lot of our glaring problems ...

I would be happy if paladins get 3 and Terminators 2 .. 4/3 would be even better but it feels like they are going to save the best stuff for primaris alone
   
Made in au
Stalwart Strike Squad Grey Knight





 FFridge wrote:
I would be happy if paladins get 3 and Terminators 2 .. 4/3 would be even better but it feels like they are going to save the best stuff for primaris alone


There is certainly the possibility that GW is only giving +1W to "Veteran-level" Firstborn SM...which casts doubt for our Terminators getting any boost, since as per the 8Ed Codex - GKT only have Ld7/8...as they are not as experienced as the Terminator units of every other SM/CSM Terminators.

It's good that you would be happy with 2W GKT and 3W Paladins (as it is now), but if every other Terminator model comes stock with 3W (something they have deserved for a long time), I would be undeniably shattered. Currently at the points they are now, if standard Terminators received 3W...compared to say Primaris Aggressors / Bladeguard (which also have 3W), the points difference for the stats / abilities become much more comparable - with the Primaris still getting much more benefits for costing just that little bit more.

Currently, we pay a little bit more points for our GKT compared to normal Terminators (for the psyker status), but we basically have the same stat-line 2W etc. (-1 Ld though) for a total cost of about 36 vs 38 pts per model. Giving normal Terminators 3W (again something they deserve) for similar points as they are now, bumps them to comparability to their Primaris counterparts. Even if Terminators end up paying a couple more points per model that's about equal points to our GKT - but the normal Terminator squad will come with an extra 5 wounds for the same price. For the possibility of a 12" 1MW smite, or a psychic cast per turn doesn't really balance for the 5 wounds less they have to similarly priced, regular terminator squad Imo.

Thinking about it, it's probable Paladins will stay 3W even at around 50ppm (they still have +1A,+1 Special weapon, +1WS on the Paragon). But, it's really hard to swallow that out of every single Terminator variant in the whole game, only our GKT are unworthy of 3W. You're right that it could certainly be the case, but right now I couldn't be okay with it.

 
   
Made in us
Banelord Titan Princeps of Khorne




Noctis Labyrinthus

TheBoy wrote:

I don't think the smite nerf is as bad as everyone says. Start battle forged that's +1 to cast so a 4+ smite then empyric surge. Second smite goes off on a 4+ third smite goes off on 5+ after that units start getting affected by the ability. But I personally don't always smite unless it's a daemon army I'm fighting. Hammerhand is more viable now as we don't have to worry about overwatch as often. I'd still use brother captains but if you wanted to you could always just run em as grand masters or librarians.


The Brother Captain's sole selling point if the fact that he increased the army's Smite range to 24". Now that he can't provide a castle of dudes long range reliable smites in tide of escalation he, and tide of escalation itself, are functionally useless. It also neuters our psychic game in general because our smites are short-ranged baby smites to compensate for the fact that we could once spam them like no other faction could. Now we get the same cap as everyone else with inferior smites even on characters.

I also hope no one was particularly fond of strike squads (I was), since their big selling point besides being cheaper than terminators was that they were more efficient smite platforms during tide of escalation or even outside of it. 9th edition and its focus on durable units to claim and hold objectives already made them less valuable, but this probably kills them.

It's a garbage change.
   
Made in ru
Stalwart Dark Angels Space Marine




 Void__Dragon wrote:
TheBoy wrote:

I don't think the smite nerf is as bad as everyone says. Start battle forged that's +1 to cast so a 4+ smite then empyric surge. Second smite goes off on a 4+ third smite goes off on 5+ after that units start getting affected by the ability. But I personally don't always smite unless it's a daemon army I'm fighting. Hammerhand is more viable now as we don't have to worry about overwatch as often. I'd still use brother captains but if you wanted to you could always just run em as grand masters or librarians.


The Brother Captain's sole selling point if the fact that he increased the army's Smite range to 24". Now that he can't provide a castle of dudes long range reliable smites in tide of escalation he, and tide of escalation itself, are functionally useless. It also neuters our psychic game in general because our smites are short-ranged baby smites to compensate for the fact that we could once spam them like no other faction could. Now we get the same cap as everyone else with inferior smites even on characters.

I also hope no one was particularly fond of strike squads (I was), since their big selling point besides being cheaper than terminators was that they were more efficient smite platforms during tide of escalation or even outside of it. 9th edition and its focus on durable units to claim and hold objectives already made them less valuable, but this probably kills them.

It's a garbage change.


I bought 30 dudes from a friend(((
   
Made in gb
Regular Dakkanaut




I think that I'm okey with the changes of smite nerf. Because we have tides of escalation now is not as a big deal as it was at the beginning of 8th edition when we got a simial treatment. On average a baby smite in tides of escalation is dealing a similar amount of MW than a regular smite. Perhaps we lose super smite but we have a +1 to cast.

I think that the problem is mostly for the bonus of the brother captain. I think that he also should boost range for purifiers to make him and the purifiers more viable.

Another thing that imao should be granted, at least fluff wise, but also balance-wise is some sort of protection from perils. In theory one of the strongest points of GK is to be totally incorruptible and to harness total self-restraint against the temptation and perils of the warp. That's the explanation fluff wise of the baby smite rule.

The fact that during the course of a battle I was able to see several perils happen is so un-fluff. Many times I just don't cast smite because of the chance to get perils and lose the whole unit.

Strike units use to be 5 men and each MW is one 17 ppm > model less which also are troop and therefore more likely to been used to hold an objective. So tactical wise the consequence to peril in a strike squad is more sever to perils in a 5-6 wounds character. As the character can fully work with just 1 wound. But a strike squad of 2 marines is heavily hindered.

I think that a cool rule that also will compensate the nerf of the bro captain is something like when not in tides of escalation only peril when casting smite in double 6 instead of double 1 and double 6.

This message was edited 6 times. Last update was at 2020/08/13 14:43:19


 
   
Made in ca
Implacable Skitarii




Ottawa, Canada

Strike Squads going up to 2 wounds.

https://www.warhammer-community.com/2020/08/13/new-boxes-new-rules-new-codexes/?utm_source=Facebook&utm_medium=Facebook&utm_campaign=40K&utm_content=40knewrules13082020&fbclid=IwAR0XkTR9066_jwv3waLGJmQYq8Ya9hqIpI7zF7gb9f0DucnuMvBVUDW6PmA

| | Krieg | |
30k: Alpha Legion | | Blackshields 
   
Made in au
Stalwart Strike Squad Grey Knight





psipso wrote:
I think that I'm okey with the changes of smite nerf. Because we have tides of escalation now is not as a big deal as it was at the beginning of 8th edition when we got a simial treatment. On average a baby smite in tides of escalation is dealing a similar amount of MW than a regular smite. Perhaps we lose super smite but we have a +1 to cast.

I think that the problem is mostly for the bonus of the brother captain. I think that he also should boost range for purifiers to make him and the purifiers more viable.


Bro-Caps already do that though.


Automatically Appended Next Post:
Timur wrote:
 Void__Dragon wrote:

I also hope no one was particularly fond of strike squads (I was), since their big selling point besides being cheaper than terminators was that they were more efficient smite platforms during tide of escalation or even outside of it. 9th edition and its focus on durable units to claim and hold objectives already made them less valuable, but this probably kills them.

It's a garbage change.


I bought 30 dudes from a friend(((


Strikes are getting 2W each now, so it would be 2W SS vs 3W GKT.

This message was edited 2 times. Last update was at 2020/08/13 17:29:06


 
   
Made in de
Hungry Little Ripper





Problem is still, even with 2W the Strikes are not gonna hold much because of the amount of 2 and 2+ damage weapons going around.

what use is raising the wounds of a unit if it gets "oneshot" for every succesful wound?

Thats what might make Terminators better than SS in the end
   
Made in de
Been Around the Block





So what do you guys think our melee profiles will look like considering the base power sword went to +1s
If they push up the S bonus of our swords (probably should be +2 since they are 2handed swords compared to the little power swords marines have)
where does that leave the halberd ?

This message was edited 1 time. Last update was at 2020/08/14 14:27:44


 
   
Made in au
Stalwart Strike Squad Grey Knight





Emulgator wrote:
So what do you guys think our melee profiles will look like considering the base power sword went to +1s
If they push up the S bonus of our swords (probably should be +2 since they are 2handed swords compared to the little power swords marines have)
where does that leave the halberd ?


Conservatively I'd say the following:

- Nemesis Twin Falchions = S User AP-2 Dd3 (+1A)
- Nemesis Force Sword = S+1 AP-3 Dd3
- Nemesis Force Halberd = S+2 AP-2 Dd3
- NemesisWarding Stave = S+3 AP-1 Dd3
- Nemesis Daemonhammer = Sx2 AP-3 D4

My wish-listing would change Damage d3 to Damage d2+1 (since all fully-trained SM start at 2W now).

Also, since heavy flamers are 12" range and Heavy bolters are D2, hopefully GW will be generous enough to give our Incinerators 12" range and psycannons D2. Heavy psycannons wish-listing would be a flat Damage 3. Super wish-listing is if the Twin-Psycannons costs 2x Heavy Psycannon (eg. 50 points)...why not also give them the profile of 2x Heavy psycannons...? Crazy idea I know, but c'mon GW humour me just this once...??

 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 Waking Dreamer wrote:


Conservatively I'd say the following:

- Nemesis Twin Falchions = S User AP-2 Dd3 (+1A)
- Nemesis Force Sword = S+1 AP-3 Dd3
- Nemesis Force Halberd = S+2 AP-2 Dd3
- NemesisWarding Stave = S+3 AP-1 Dd3
- Nemesis Daemonhammer = Sx2 AP-3 D4

These numbers look very reasonable, except I'd say that Staves are still S+2 since they have the invuln special rule. If this is what happens, I'll move away from halberds and have everyone with swords. The difference between S5 and S6 is pretty negligible game-wide.

I have a casual flowchart inside my head when determining which weapons I'd rather have (statistically). First I want what hits the best. Then I want what wounds the best. Then (depending on optimal targets) I want good damage. And then finally I look at AP. I'd rather be in a better wounding bracket than an additional AP, for example.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in de
Been Around the Block





kinda makes sense that swords would be the best choice since after changing all halberds to falchions in 8th its only natural to have to clip off all those arms for 9th again lol

if swords go to +1s i guess falchions at 4pts for +1A but -1s and -1ap seems like a hard pill to swallow (especially since interecessors only pay 2 points to have 1 more attack compared to marinelets)

for halberds id actually like to have a rule to always strike first like when they used to give +2 initiative but thats probably too strong/too much to wish for ^^
maybe if they were costed properly/expensive`ish so youd only take 1-2 per squad and go more for a mixed weapon approach (like 1 hammer 1 staff 2 halbs 2 swords for 5man)

This message was edited 2 times. Last update was at 2020/08/14 17:36:16


 
   
Made in au
Stalwart Strike Squad Grey Knight





 Elric Greywolf wrote:
 Waking Dreamer wrote:


Conservatively I'd say the following:

- Nemesis Twin Falchions = S User AP-2 Dd3 (+1A)
- Nemesis Force Sword = S+1 AP-3 Dd3
- Nemesis Force Halberd = S+2 AP-2 Dd3
- NemesisWarding Stave = S+3 AP-1 Dd3
- Nemesis Daemonhammer = Sx2 AP-3 D4

These numbers look very reasonable, except I'd say that Staves are still S+2 since they have the invuln special rule. If this is what happens, I'll move away from halberds and have everyone with swords. The difference between S5 and S6 is pretty negligible game-wide.


Personally, I'd plan to split the loadout between Halberds and Swords about evenly.

Death Guard, Custodes (particularly T6 jetbikes), Centurions, Primaris Outriders and Aggressors are tough opponents for us in combat. Sure, Hammerhand can help T5 Swords wound T5 on 3+ or T6 on 4+, but you can only ever cast that on 1 squad per turn, and even then the power could fail or be denied, in which case you're wounding tough targets on 4+ or even 5+ base.

I'd rather have some of my models wounding T5 on 3+ naturally, and worse case scenario wound those T6 Custodes jetbikes on 4+. That is, if all the weapons but the Daemonhammer end up costing the same. Twin-Falchions should also cost the same as the other weapons with those estimated stat-lines.

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg


This is absolutely great. It was just a dream before.
Now Termies will get 3W and Paladins 4W without pt increase?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ca
Regular Dakkanaut




How are Brother-Captain Stern and Castellan Crowe?
   
Made in us
Pious Palatine






No. Even tacs are going up with their extra wound.


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

No. Even tacs are going up with their extra wound.

Well, I don't care about Tacticals. Nobody played them recently.
But Strikes are our basic troops and now much more viable.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Judgemental Grey Knight Justicar




USA

Emulgator wrote:
kinda makes sense that swords would be the best choice since after changing all halberds to falchions in 8th its only natural to have to clip off all those arms for 9th again lol

This is why I always magnetize my models. All of my 30 Strikes and 10 Interceptors are magnetized at the shoulder, same with my 20 Terminator/Paladin models. The 'best' weapon always changes, so it's nice to be able to swap that stuff around.

Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page 
   
Made in gb
Regular Dakkanaut




If now with firstborn marines having 2 wounds purifiers will be worth considering?

They have this strat that can give them a 4++. With 2 wounds per model suddenly this start becomes more efficient. I also dunno if adding sanctuary they can get a 3++. But if so, then they might be able to hold an objective quite decently.
   
Made in us
Devestating Grey Knight Dreadknight




Has anyone tried regular dreadknights in 9th yet?

Hope is the first step on the road to disappointment. 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 greyknight12 wrote:
Has anyone tried regular dreadknights in 9th yet?


I've experimented a bit between NDK and GMDK. The 50pts is definitely worth it. The NDK got a 9e buff with shooting while engaged and getting to move and shoot without penalty.
But the difference between BS3+ and BS2+ reroll 1s is absurd. The GMDK NEVER misses (with both guns, statistically it's 17.5 hits) compared to the NDK (with only 12 hits).
So Psychic Onslaught is therefore incredibly more CP-efficient on a GMDK.

I still like my flamer/fists NDK coming in from DS. But I will keep the shooting with the GMDK.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in au
Stalwart Strike Squad Grey Knight





The same GK player (Ben Cherwin) who took the previous 3rd Place list, also participated in the recent Flying Monkey GT. He was placed 10th (out of 74), and was the highest ranked GK player at the tourney. He adjusted his list though to this:

HQ
- GMNDK (WLT - First to the Fray, Greathammer, Gatling Psilencer, Heavy Psycannon, Augurium Scrolls, Teleporter, GoI)
- GMNDK (Greathammer, Gatling Psilencer, Heavy Psycannon, Teleporter, Sanctuary)
- Draigo (Edict Imperator, Inner Flame)

TROOPS
- Terminator Squad x5 (Psilencer, GoI)
- Terminator Squad x5 (Sanctuary)
- Terminator Squad x5 (GoI)
- Terminator Squad x5 (Hammerhand)

ELITES
- Venerable Dread (Lascannon/ML Astral Aim)
- Servitors x4

TRANSPORTS
- Lascannon Razorback
- Lascannon Razorback
- Lascannon Razorback

-----------------------------------------

Automatically Appended Next Post:
Looks like this is the list in action:

https://m.twitch.tv/videos/711048944

GK vs GK! Which is the superior GK build?

Strikes + Paladin Bomb vs GMNDKs + Lascannon Razorbacks?

The opposing GK player army list:

HQ
- GMNDK (WLT - Lore Master, Greatsword, Heavy Incinerator, Heavy Psycannon, Teleporter, Santic Shard)
- Voldus (Edict Imperator, Warp Shaping, Empyrean Domination)
- Draigo (Armoured Resilience, Inner flame)

TROOPS
- Strike Squad x10
- Strike Squad x5
- Terminator Squad x5

ELITES
- Paladins x10 (4 Psycannons)
- Venerable Dread (Lascannon / CCW)

This message was edited 4 times. Last update was at 2020/08/22 22:03:36


 
   
Made in us
Devestating Grey Knight Dreadknight




In the GK Facebook group there is a bit of not-so-friendly rivalry between Ben and Matthew (the other GK list, which beat Ben’s). Bear in mind the tournament ruled to agree with Ben Cherwim that Tide of Shadows gives -1 to hit in the open so people never left Shadows.

Hope is the first step on the road to disappointment. 
   
Made in de
Hungry Little Ripper





 greyknight12 wrote:
In the GK Facebook group there is a bit of not-so-friendly rivalry between Ben and Matthew (the other GK list, which beat Ben’s). Bear in mind the tournament ruled to agree with Ben Cherwim that Tide of Shadows gives -1 to hit in the open so people never left Shadows.


which is wrong and its why i dont trust the List or skills of Ben at all .. If you have to resort to shenanigans to make your list work (for example how he had 2050 points in his first list) then you most likely dont understand your army fully. I dont even know why the tournament organizators would allow such a rule to exist.



   
Made in us
Stealthy Warhound Titan Princeps






Is that a typo or did he actually have 4 units of servitors? Isn't that illegal?

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And I also make tabletop wargaming videos!
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Made in au
Stalwart Strike Squad Grey Knight





Rihgu wrote:
Is that a typo or did he actually have 4 units of servitors? Isn't that illegal?


Actually, it's a single unit of 4 Servitor models.

 
   
 
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