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Made in us
Fresh-Faced New User




Curious what others think about Grey Knights psychic abilities. To me it feels like GK lost out on this. For example Thousand suns have Cabal points to spend but GK don't have anything like that. I know some will say, yea but they have special abilities with the psychic keyword. But all units have abilities. Seems like GW just slapped Psychic at the end of an ability and said this gives them their psychic powers. Kind of frustrating. Would love to hear other peoples opinion on this. Maybe I'm over reacting.
   
Made in gb
Automated Rubric Marine of Tzeentch





UK

As a TSons and GK player I would agree that TSons look stronger, but I've yet to play a game of 10th edition. My first game will be later this month with my TSons...

It does look like the GK teleport shenanigans will be extreme though. Whether that will win games or not is something I guess we'll find out.

[1,600] Chaos Knights | [1,000] Grey Knights | [1,100] Thousand Sons | 40K editions: RT, 8, 9, 10 | https://www.flickr.com/photos/dreadblade/  
   
Made in us
Space Marine Scout with Sniper Rifle




Illinois

I play GKs and they are totally lacking. Playing them against 1k Sons, is awful. This is where you can tell GWhas different people writing different codices.
Only one GK unit gets psychic powers. The rest get unit abilities disguised as powers. The NDKs are underwhelming and the teleporting is cool but hard to pull off effectively with expensive elite units. Dont get me started on the pt increase for our one indirect fire unit.

Time flies like an arrow, fruit flies like a banana. 
   
Made in gb
Regular Dakkanaut




Crazy thinking that by removing the keywords psyker and psychic attack, they’d get a buff
   
Made in fr
Locked in the Tower of Amareo





So power isn't psychic if it doesn't have chance to fail?

So slap dice roll to use like 9e and now better? Ok

2024 painted/bought: 109/109 
   
Made in pl
Fixture of Dakka




Psychic is a trait on a lot of Grey Knight stuff, and the only thing it does is buff other armies with anti psyker abilities or rules.

The multi gate ability GK got in 10th is nice, and it would be powerful, if only GK weren't using rolled up newspapers as their weapons.

GK struggle to kill vehicles, infantry. The core rules that limit characters joing specific units was a huge blow to power armoured units, making the once best Interceptors overcosted strikes without sticky objectives. Lack of 2ed character to join rules on Lt level characters means fewer synergies then marines, and also fewer units to hide characters in, especialy with the high elite cost of all GK units. The towering core rule, combined with the need of other armies to kill vehicles means that NDK of any kind are getting one shoted. This combined with "unification" of power weapons, lack of real buffs to GK shoting and general removal of GK psychic powers leaves the army in a state, best describe as not worth to buy, and only worth to play, if you have an army, have no other army to play with and being in a "it is summer, so I want to play w40k" mind set.

For 10th GW decided to remove everything that was unique about GK, don't give them any of the core power rules as a crouch. Which puts them in a position where not only are their in a bad state, there are other armies in bad state too, but also not fun to play with. No one wants to play a 5D chess and have turns take 45min, just to get all ranges right, to then be blow up by LoS shoting or someone blowing your army up because of towering.

GK are, although this is not a unique position to be in, where The Way to play is to take imperial knights. Only afer a few games with them, especialy if someone tries out the regulars and the dogs, a lot of GK players just decide to buy those extre 2-3 big knights and 2-6 small ones, and play an army which is fun. GK just don't that Magnus, warp beast, cheap cultists or birds, that GK have. What they do have is purgators costing more then sm desolators. Which to me is extremly funny.


And by the way 1ksons, while in a much better state. Only functions because of Magnus. If he ever gets nerfed hard, 1ksons are going to be in trouble too.

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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Fresh-Faced New User




I just wish that they gave GK players something that feels like they have psychic powers. Right now it's really nothing outside of the libby, purifiers, and maybe Drago.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Luciant wrote:
I just wish that they gave GK players something that feels like they have psychic powers.


I mean, I'd say the same about basically every psyker in the game.

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 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

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 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Automated Rubric Marine of Tzeentch





UK

I get the impression every faction in 10th edition has it's 'thing'. For GK it's teleporting. For my other armies it's psychic for TSons and battle shock for Chaos Knights.

[1,600] Chaos Knights | [1,000] Grey Knights | [1,100] Thousand Sons | 40K editions: RT, 8, 9, 10 | https://www.flickr.com/photos/dreadblade/  
   
Made in us
Pious Palatine





Tacoma, WA, USA

You are correct. The issue is most people are thinking, "Grey Knights thing is teleporting since when?".
   
Made in pl
Fixture of Dakka




At least 8th edition index armies. Potential sooner. I don't know if prior 8th GK had gate/similar power and how crucial it was to playing the army.

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
Automated Rubric Marine of Tzeentch





UK

Gate, shunt and sigil were all in 9th edition. Interceptors had personal teleporters too.

This message was edited 1 time. Last update was at 2023/07/16 20:27:09


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Made in de
Veteran Knight Baron in a Crusader




Bamberg / Erlangen

Gate and Shunting moves go as far back as 5th edition, where it was introduced for the first time.

In 3rd, one of the special things about GK were that all Terminators, Heroes and GK Teleport attack squads could deep strike regardless if the mission allowed it.

That being said, GK are known best as an all psyker anti demon infantry army. Teleportation shenanigans were never their defining trait.

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Loyal Necron Lychguard






Grey Knights thing was weapons that were empowered by their psychic abilities. Force weapons, hammer hand, psybolt ammunition. The mechanics have to say something, +1 S to boltguns doesn't say anything other than that their bolters are stronger, it doesn't tell the story of why. Taking that psychic test linked the why and the what. The Grey Knights are focussing their will and either succeed or fail in making psychic bullets fly out.

An aura of empowered weapons might be good, so each turn you choose a unit and that unit gains an aura that buffs psychic weapons instead of the teleport shenanigans they have now. That would add some intent to the empowering of weapons. Rework abilities which are just copy-pasted versions of SM abilities but with the psychic keyword, like the Chaplain.

What can psychic powers do that other abilities cannot? Affect invulnerable saves, teleport, deal damage, cause mortal wounds or add Devastating Wounds. That kind of stuff might make Grey Knights datasheets feel more thematic.

Gate of Infinity was in 5th and 6th edition and in 6th as well Grey Knights relied a lot on teleport shenanigans because it was an undercosted upgrade on the undercosted Dreadknights. Of course they've always had more Terminator suits than anyone and that means more teleportation. But there is a difference between having Terminator suits that grant DS because they can get teleported into battle from a Strike Cruiser in orbit to the army wide rule letting units teleport from spot to spot around the battlefield. But it is pretty magical so I don't hate it.
   
Made in pl
Fixture of Dakka




Non of the things can be done without GW making a new codex. So just like in 8th GK had to wait till PA came out at the end of the edition, GK players now are stuck for at least 6 months with the rule set they have now. GW maybe, will lower our point costs. It would be nice to not cost more then marines for weaker set of rules.

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
Automated Rubric Marine of Tzeentch





UK

Moved to the main GK thread.

This message was edited 2 times. Last update was at 2023/09/09 19:17:42


[1,600] Chaos Knights | [1,000] Grey Knights | [1,100] Thousand Sons | 40K editions: RT, 8, 9, 10 | https://www.flickr.com/photos/dreadblade/  
   
Made in fi
Locked in the Tower of Amareo





Luciant wrote:
Curious what others think about Grey Knights psychic abilities. To me it feels like GK lost out on this. For example Thousand suns have Cabal points to spend but GK don't have anything like that. I know some will say, yea but they have special abilities with the psychic keyword. But all units have abilities. Seems like GW just slapped Psychic at the end of an ability and said this gives them their psychic powers. Kind of frustrating. Would love to hear other peoples opinion on this. Maybe I'm over reacting.


Sv you prefer adding 2d6 roll to operate and opponent can deny?

I'm sure your opponents are fine you doing so.

2024 painted/bought: 109/109 
   
Made in us
Neophyte undergoing Ritual of Detestation





 dreadblade wrote:
Is there a general GK in 10th thread? If so I can't find it.


https://www.dakkadakka.com/dakkaforum/posts/list/811081.page
   
Made in gb
Automated Rubric Marine of Tzeentch





UK

 Just_Breathe wrote:
 dreadblade wrote:
Is there a general GK in 10th thread? If so I can't find it.


https://www.dakkadakka.com/dakkaforum/posts/list/811081.page


Thanks

[1,600] Chaos Knights | [1,000] Grey Knights | [1,100] Thousand Sons | 40K editions: RT, 8, 9, 10 | https://www.flickr.com/photos/dreadblade/  
   
 
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