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A couple of questions


ironbear

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Hey all,

 

Ive just started playing after 25 years of painting.

 

I started playing with grey knights......

 

Thing is people are queing up to play me, so i asked why...

 

i was told Grey knights are usually an army that people avoid playing, but where i dont get how to use them properly, people love to beat them <_<

 

is every grey knight a psyker? can they take a choice of powers?? if so what level are they?

 

i have never used any psychic powers with them?

 

also someone mentioned something about "activating" the force weapons??

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is every grey knight a psyker?

 

Grey Knight Marine and Vehicle, yes.

 

can they take a choice of powers??

 

Only Librarians and Inquisitors.

 

if so what level are they?

 

As per the Codex.

 

i have never used any psychic powers with them?

 

This isn't a question?

 

also someone mentioned something about "activating" the force weapons??

 

Yes, as per the main rule book rules. Either for a single IC psyker, or for a unit using the 'Brotherhood of Psykers' special rule.

i was told Grey knights are usually an army that people avoid playing, but where i dont get how to use them properly, people love to beat them

 

Some people are silly and refuse to play Knights because they are considered 'broken' by a whiny, small minority on the internet. The same group claims Orks don't win in tournaments and Night Scythe spam is the most fearsome power-game list evah. Ignore them.

 

Knights have a pretty unique playstyle, it takes a while to get used to. Play as many games as possible, learn from defeat.

 

i have never used any psychic powers with them?

 

That's cool, most armies aren't anywhere near as psyker-heavy as us. A breakdown of our army powers:

 

- Force weapon: After you inflict your first unsaved wound (with a squad member, not an attached character), you can choose to take a psychic test. If you succeed, you inflict ID with both the wound you tested on and any other unsaved wounds you inflict with the rest of the squad's nemesis weapons.

e.g. Justicar has a halberd. He strikes ahead of the enemy Nob squad, dealing an unsaved wound (they failed their cybork save). You then roll the psychic test and pass. The Nob who took the wound suffers ID. Any other wounds you inflict also cause ID.

- Hammerhand: Every Knight unit has it. Unless you are fighting a unit with multiple wounds (ie 2 or more), use this at the start of the Assault phase instead of activating force weapon later on. It increases our damage output by a lot. Also, it stacks, so if you have an attached character with it, double cast for even more reliable damage output.

 

All other powers are unit specific, or character specific:

 

Character powers:

- 'Prescience': This is Coteaz (who always wants to swap for Divination), Librarians who swap out for Divination and psychic Inquisitors who swap. It's a Blessing so you have to cast it before the Movement phase. Re-rolls to hit is pretty powerful, so I'd cast this as often as possible. Remember that the Librarian still has 'Hammerhand' even if he swaps, and he can cast two powers so you can pull off both in the same turn if you wish.

- Divination powers: They're random, and they're only rolled for on Coteaz and Librarians who swap for it. Suffice to say they're all pretty useful, but you always want to sub one out for the Primaris power (as detailed above). They're all Warp Charge 1 as well, which makes multi-casting easy (as both Coteaz and Librarians are Mastery 2).

 

Librarian powers: Coteaz has two of them but he wants the Divination swap out. You generally want three, maybe four of these total if you aren't taking Divination.

- 'Dark Excommunication': Even DK's don't use this. Don't bother

- 'Might of Titan': Fantastic, walkers and tanks die very reliably. Also, it stacks with 'Hammerhand', so you can get to S7 or S8 at Initiative with enough castings. Don't need to though, S6+2D6 wrecks most armour pretty reliably. Take it.

- 'Quicksilver': I usually take it, sometimes even halberds aren't fast enough. It's very potent on the DK, removing one of his principal weaknesses (enemy MC's commonly are faster than I4).

- 'Sanctuary': Not as good as in 5th, but slowing charges is great, buys you another round of shooting potentially. I'd take it.

- 'Shrouding': Cover is now 5+ base, so this has gotten even more relevant. Take it everytime.

- 'Smite': Nope

- 'Summoning': Wonky rules, hard to pull off...pass

- 'Votex of Doom': Hahahahahaha...no

- 'Warp Rift': Short-range but it doesn't backfire like 'Vortex'. If you have spare points, not a bad add-on to your power set.

 

Squad powers:

- 'Cleansing Flame': Purifiers only. This is a pretty situational power, at least in my experience. More often, you want to use 'Hammerhand' instead so your AP3 melee attacks do more damage. That said, when outnumbered its a powerful ability to swing a fight your way. Between this and Overwatch shooting, horde armies don't want to engage you.

- 'Warp Quake': Strikes/Interceptors only. Situational, but very useful against Drop Pod lists, Daemons and Deepstrikers in general. After they land its useless so again, 'Hammerhand' will be better more often than not. Don't forget to use it early on though.

- 'Astral Aim': Purgators are a bad unit, take Purifiers instead.

- 'Holocaust': Paladins can sometimes get swamped by hordes, so its a nice ability to chuck out instead of just more storm bolter. The only problem is you'll want 'Hammerhand' when you charge in, so if you cast the ball o' death, you can't use it. So, usually you don't use 'Holocaust', save your power for melee.

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