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Made in us
Loyal Necron Lychguard





 JNAProductions wrote:
Racerguy180 wrote:
As much as I dislike GK, they should be the counter pick to daemons. I mean it's kinda their thing.

Daemons exist, they're the counterpick to mortals. So buy your thinking daemons don't deserve to exist either?

I don't want to see any faction pigeonholed into one specific thing. But they should be really good against daemons and ok at everything else. Daemons should be really good against mortals(non psyker) and ok at everything else.
Except that makes matches rock-paper-scissors. And that's not fun for a game that lasts hours.

Ideally, GK would be good against Daemons because their preferred tactics are good against Daemons' preferred tactics, but bonuses like "Deal triple the number of mortal wounds with Smite" would be reserved for narrative play.

A strong capability to circumvent invuln saves would be something GK could have that makes them strong against daemons without being specifically strong against daemons, for example. That ability could be tuned around how strong it is fighting other factions as well, rather than just "well we have to make this strong enough to auto-win against daemons or else GK auto-loses against everything else".
   
Made in de
Veteran Knight Baron in a Crusader




Bamberg / Erlangen

Psilencers used to ignore invul saves, but everybody took Psycannons because they were more useful in general and against a wider range of targets.

In an army starved for anti-tank, you really can't spend your ressources on "yet another S4 gun with a mediocre profile".

Why not just settle for (boring) Stratagems? Several factions have those against specific (sub)factions. In the current design paradigm, that would be the place to go for stuff like that. And Crusade of course.

Custom40k Homebrew - Alternate activation, huge customisation, support for all models from 3rd to 10th edition

Designer's Note: Hardened Veterans can be represented by any Imperial Guard models, but we've really included them to allow players to practise their skills at making a really unique and individual unit. Because of this we won't be making models to represent many of the options allowed to a Veteran squad - it's up to you to convert the models. (Imperial Guard, 3rd Edition) 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

So you mean like making every unit in the army psychic so that they all generate mortal wounds?

Yeah, GW should do tha...

Oh, wait.
   
Made in ca
Fresh-Faced New User




Texas

Karol wrote:
The talk that DE are going to be OP was being done in autum last year,.


I'm curious where you were seeing that last fall because every discussion of it that I saw was intensely negative, even earlier this year, after some of the previews (Warriors getting 2 attacks is so dumb ... GW doesn't know what to do with us... etc. etc.) right up until the codex came out!

So I don't know where that was but I wouldn't use it as much of a precedent.

More 40k armies than 40k time ... 
   
Made in gb
Bloodthirsty Bloodletter





Don't forget the few weeks after the DE codex release where there was a thread detailing that the DE needed more buffs and a (for some reason) a complete re-write because it wasn't going to win against Death Guard.

Yeah. That aged well.

 
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

How was anything I said about them being OP, really good is slightly better statistically than not.

They should just be a little better than everyone else against daemons and a little worse against everything else, as a result of them being specialized.

How is that Rock, paper, scissors? If you play pure daemons you should be scared of GK, or does that not make sense?

   
Made in de
Veteran Knight Baron in a Crusader




Bamberg / Erlangen

It really doesn't when you blind pick your army and the whole army consists of these specialists.

It could make sense if GK were a single unit choice for Guard and vice versa with Daemons for CSM.

Custom40k Homebrew - Alternate activation, huge customisation, support for all models from 3rd to 10th edition

Designer's Note: Hardened Veterans can be represented by any Imperial Guard models, but we've really included them to allow players to practise their skills at making a really unique and individual unit. Because of this we won't be making models to represent many of the options allowed to a Veteran squad - it's up to you to convert the models. (Imperial Guard, 3rd Edition) 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Racerguy180 wrote:
How was anything I said about them being OP, really good is slightly better statistically than not.

They should just be a little better than everyone else against daemons and a little worse against everything else, as a result of them being specialized.

How is that Rock, paper, scissors? If you play pure daemons you should be scared of GK, or does that not make sense?



The issue is that this results in non-games. If the daemon player just automatically gets curb-stomped by GKs, what's the point? We had these things in the past and outside of a few lore-fans no one liked it - neither the GK or the Daemons.

These things belong in the crusade section of a book, not in regular games.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in pl
Fixture of Dakka




PenitentJake wrote:
So you mean like making every unit in the army psychic so that they all generate mortal wounds?

Yeah, GW should do tha...

Oh, wait.


yeah. maybe not with 12" range doing 1MW. And remember being eveything psychic = your opponent gets to double dip on kill objective. The way 9th is designed, any army which can't limit giving out secondaries is bad. And it is not free either. Just look the price hikes GK got in the last , would have goten if the codex was out as it was suppose to, 23pts for naked strike. That is a brutal price, because for example Intercessors with a similar statline are really used in other marine armies.

But it would be nice, if not only characters were able to cast the PA psychic powers.

If the daemon player just automatically gets curb-stomped by GKs, what's the point

It didn't seem to be a problem when demon and chaos had an auto win vs GK in 8th, as long as they took demon ally. So why not have GK win vs them in this edition? I mean Belfegor practically kills the custodes army on his own, and I don't think chaos players are asking for him to be nerfed, because custodes players are going to be having a bad time playing vs him.


They should just be a little better than everyone else against daemons and a little worse against everything else, as a result of them being specialized.

But that is not what the lore says. GK have no problems with killing non demon stuff either. They purge regiments of IG, space marine chapters etc on regular basis. They are marines+. Everything marines are, plus each one is a librarian in training, with better gear or gear that dates back to the pre long night era. I would love to get guardian suits in the new codex, not my brotherhood that uses them, but they are golden age tech.


Who knows maybe there is going to be a scenario book for 1ksons/GK when their books are finaly out. If it made any of my models as killy and useful as a strife succubus, it would be really fun.


If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in gb
Bloodthirsty Bloodletter





Karol, begging that your GK's are as killy as a Strife succubus AND that they're better against Daemons is ludicrous

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

It's weird that back when the Daemonhunter Codex came out, Grey Knights were most effective against Eldar.

S6 weapons that ignore invul saves. Just utter death to Eldar armies.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in fi
Locked in the Tower of Amareo





Racerguy180 wrote:

How is that Rock, paper, scissors? If you play pure daemons you should be scared of GK, or does that not make sense?


Daemons should have 50% win rate vs GK. So no more scared than vs IG, marines, orks, tyranids.

edit: Well slightly less than 50%. Draws are in the game.

This message was edited 1 time. Last update was at 2021/07/02 10:16:13


2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Karol wrote:
It didn't seem to be a problem when demon and chaos had an auto win vs GK in 8th, as long as they took demon ally. So why not have GK win vs them in this edition?

You clearly have never played against daemons in 8th. That stratagem didn't do gak for daemon players against GK who just drowned them with MW until all of them were dead. It was a failed attempt to even the scales at best.

Who knows maybe there is going to be a scenario book for 1ksons/GK when their books are finally out. If it made any of my models as killy and useful as a strife succubus, it would be really fun.

Let's hope that they are all as killy and useful as 8 point ork boyz. According to you that would be insanely powerful, right?

This message was edited 1 time. Last update was at 2021/07/02 10:49:39


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Commander of the Mysterious 2nd Legion





tneva82 wrote:
Racerguy180 wrote:

How is that Rock, paper, scissors? If you play pure daemons you should be scared of GK, or does that not make sense?


Daemons should have 50% win rate vs GK. So no more scared than vs IG, marines, orks, tyranids.

edit: Well slightly less than 50%. Draws are in the game.


I think GKs can gave tools that are highly effective agaisnt deamons that deamons are still capable of putting up a fight with, and also are fairly solid vs other armies.

Here's some thoughts on the issue

1: - Make the Aegis be a 6 inch aura ability that increases invul saves by +1 (so a 4++ becomes a 5++ etc) this means deamons who are typcially a close range army are definatly going to be impacted by it. however i'll also be a pretty solid ability as it'll also give GKs an edge vs things like bladeguard, stormshield termies etc.

2- access to multiple psykic disiplines. proably the standard librarius disipline, a "generalist GK" disippline, and one only for their libbies and stuff., psykic powers needs to be how Grey Knights flex their muscles

3: this is a long term thing but IMHO the "1 kit, 3 or 4 differant units" has hurt Grey Knights and I'd like long term GW to give GKs more kits and to consolidate things just a smidge. (or baring that put out a purfifer kit that have a wider varity of good weapons)

Opinions are not facts please don't confuse the two 
   
Made in us
Storm Trooper with Maglight





 H.B.M.C. wrote:
It's weird that back when the Daemonhunter Codex came out, Grey Knights were most effective against Eldar.

S6 weapons that ignore invul saves. Just utter death to Eldar armies.

Maybe the Craftworlds aren't as free of Slaanesh's influence as they thought...

 Andilus Greatsword wrote:
...they're kind of the jack of all trades, master of nun faction...

Guards! GUARDS!
   
Made in us
Gore-Soaked Lunatic Witchhunter







 H.B.M.C. wrote:
It's weird that back when the Daemonhunter Codex came out, Grey Knights were most effective against Eldar.

S6 weapons that ignore invul saves. Just utter death to Eldar armies.


Utter death to Ulthwe Seer Council lists, maybe? I didn't think the Eldar had that many Invuls in 3rd/4th (no Wraithblades, no saves on any vehicles, none of the Aspects had an Invul before 8e...). Or do you mean utter death to DE? Under the vehicle rules back then the flickerfields didn't increase their overall survivability that much, it just gave them a save in the open they'd normally need to hug cover to get.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
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Regular Dakkanaut




I'm not a fan of rules that flat out say "if you're facing x, you get y"

However for GK, I would be happy to see them have heavy weapons that can ignore invul instead of have AP. So it'll be somewhat effective against weaker demons (fluff), but a few other random units across other codexes as well.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Grey Knights, to work, just need to be loyalist thousand sons. Psychic heavy elite space marines, thats enough of a niche no other force in the Imperium umbrella really can do. Nothing more. Leave anti daemon stuff to their fluff and maybe narrative relics and upgrades/rules.

Stuff like anti invul rules etc... are cool because they work agaisnt a ton of stuff but also greatly agaisnt demons. But "demons receive -1 to their invuls" would be bad game design.

This message was edited 1 time. Last update was at 2021/07/02 18:37:03


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Ariadna Berserk Highlander



Florida

 H.B.M.C. wrote:
It's weird that back when the Daemonhunter Codex came out, Grey Knights were most effective against Eldar.

S6 weapons that ignore invul saves. Just utter death to Eldar armies.


Ah hah!

Proof that Eldar ARE daemons...always knew it.

Never trust an elf.

Especially one from space.

"If history is to change, let it change. If the world is to be destroyed, so be it. If my fate is to die, I must simply laugh."
 
   
Made in pl
Fixture of Dakka




Because GK are not just anti demon. They are anti sorcerer, anti psyker, and anti everything that lived, seen and survived demons, unsanctioned psykers or magics.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
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Stealthy Warhound Titan Princeps






It's usually Inquisition forces that do the cleanup. The Months of Shame where the GK directly got involved and fought with the Space Wolves was a notable exception that the GK were not pleased with, basically being forced to do it by the Inquisitor. They thought that their skills/expertise were being wasted and that they should instead be fighting daemons rather than literally anything but daemons.

This message was edited 1 time. Last update was at 2021/07/02 19:17:11


I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Karol wrote:
Because GK are not just anti demon. They are anti sorcerer, anti psyker, and anti everything that lived, seen and survived demons, unsanctioned psykers or magics.
So what do you want for GK? How would you represent them on the tabletop?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 JNAProductions wrote:
Karol wrote:
Because GK are not just anti demon. They are anti sorcerer, anti psyker, and anti everything that lived, seen and survived demons, unsanctioned psykers or magics.
So what do you want for GK? How would you represent them on the tabletop?


I had a homebrew Codex I wrote for the GK in 7th (part of a broader Inquisition overhaul) that I liked; I don't know where it is, but I remember trying to go back to the 5e-style unique psychic powers per GK unit to try and expand their capabilities and give them distinct roles rather than the usual seven slightly different force-weapons-and-psycannons teams GW usually writes. The coolest one was the Interceptors' power that slowed down enemies and forced flying monsters into hover mode so they could be charged (add the ability to take an interceptor-pack character in that unit and you get a little assassin squad that runs Daemon Princes to ground and chops them into little pieces). Oddly all the non-daemon-specific anti-daemon tech (penalizing Invulnerable saves and stuff that made them more effective at chopping through infantry hordes, killing monsters, and killing psykers) made them also really good at fighting Tyranids.

This message was edited 1 time. Last update was at 2021/07/02 20:43:55


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ca
Commander of the Mysterious 2nd Legion





 AnomanderRake wrote:
 JNAProductions wrote:
Karol wrote:
Because GK are not just anti demon. They are anti sorcerer, anti psyker, and anti everything that lived, seen and survived demons, unsanctioned psykers or magics.
So what do you want for GK? How would you represent them on the tabletop?


I had a homebrew Codex I wrote for the GK in 7th (part of a broader Inquisition overhaul) that I liked; I don't know where it is, but I remember trying to go back to the 5e-style unique psychic powers per GK unit to try and expand their capabilities and give them distinct roles rather than the usual seven slightly different force-weapons-and-psycannons teams GW usually writes. The coolest one was the Interceptors' power that slowed down enemies and forced flying monsters into hover mode so they could be charged (add the ability to take an interceptor-pack character in that unit and you get a little assassin squad that runs Daemon Princes to ground and chops them into little pieces). Oddly all the non-daemon-specific anti-daemon tech (penalizing Invulnerable saves and stuff that made them more effective at chopping through infantry hordes, killing monsters, and killing psykers) made them also really good at fighting Tyranids.


I agree that a return to the days of "each squad has a unique power" rather then just a generic list of powers would work nicely. maybe word it as "borther hood of psykers: squad may cast smite." and then give each squad a specific power that it "may activate if it has not cast any psykic powers"

Opinions are not facts please don't confuse the two 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 AnomanderRake wrote:
Utter death to Ulthwe Seer Council lists, maybe? I didn't think the Eldar had that many Invuls in 3rd/4th (no Wraithblades, no saves on any vehicles, none of the Aspects had an Invul before 8e...). Or do you mean utter death to DE? Under the vehicle rules back then the flickerfields didn't increase their overall survivability that much, it just gave them a save in the open they'd normally need to hug cover to get.
No I mean Eldar. Multi-shot S6 weapons everywhere. They wound virtually all Eldar on 2+, their leaders die instantly to their attacks, and even their tanks aren't safe from the guns people take 2 of in every unit.

About the only thing that didn't care was the Wraithlord, because, well, the Wraithlord didn't care about much.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in hk
Longtime Dakkanaut





I am most exited about the new rules they will be giving to the various CSM legions. Although... it boggles my mind that there are so many books with rules supplements for CSM legions and yet, they are still ,,, kinda weak. lol

Its like there are CSM rules in Vigilance, faith and fury, for Fabious Bile in PA, the CSM codex 2 in 8th ed, and now in the upcoming book of fire. Wow, how many books are we going to need to play one army? lol And despite all those supplementary rules, CSM legions often struggles... lol I just don't get it.

This message was edited 1 time. Last update was at 2021/07/03 03:54:58


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I look forward to my Red Corsairs losing their 3 CP ability.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Stealthy Warhound Titan Princeps






I look forward to Charadon book 2 reprinting the Psychic Awakening legion rules verbatim!

I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Rihgu wrote:
I look forward to Charadon book 2 reprinting the Psychic Awakening legion rules verbatim!
Heh. That's pretty funny actually.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 AnomanderRake wrote:
I had a homebrew Codex I wrote for the GK in 7th (part of a broader Inquisition overhaul) that I liked; I don't know where it is, but I remember trying to go back to the 5e-style unique psychic powers per GK unit to try and expand their capabilities and give them distinct roles rather than the usual seven slightly different force-weapons-and-psycannons teams GW usually writes


Yeah, I never understood why they did away with those unit-specific powers, they really should get those back instead of cherry picking from disciplines.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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