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8th edition has me excited about the GK!


Ishagu

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I don't think the 1" shorter Move characteristic for TDA will have too much of an impact.  We'll still get the full 2d6 random roll for a charge, and then a 3" pile-in if at least one model makes it.  I think we'll be fine.  And, if we don't make it close enough, at least all of our TDA will have half-decent shooting attacks to use, unlike other types of assault forces that typically sacrifice shooting for better mobility or close combat power.

Engaging a target could prove difficult if they have a higher base movement stat, depends on how charging distance is handled and if terrain/transports are in play.

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The unit that falls back cant take any other actions, barring command points. For the most part nothing is stopping you from charging them till they hit board edge.

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It's just a tease, but it's hopeful.

 

So anyone within 24 can block psychic powers or have a chance to. Sounds like it will be greater than a 6+.

 

Everyone gets smite, this should include all our psykers. They can cast everything they are allowed to cast, so no more deciding on force or invuln and force or hammerhand.

 

It's not enough to go off of, but it looks hopeful.

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I'm definitely seeing this as a buff for us, however vague it might be. No more having to assign warp charges is definitely something I welcome. It's going to be interesting to see the new psychic powers they make.

 

As a side note, the Mortal Wounds mechanic is awfully intriguing. Since there's no armour value now it seems like this can be used against anything and everything.

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So anyone within 24 can block psychic powers or have a chance to. Sounds like it will be greater than a 6+.

 

Everyone gets smite, this should include all our psykers. They can cast everything they are allowed to cast, so no more deciding on force or invuln and force or hammerhand.

 

Dunno, sounds mostly like a copy of 5th edition to me. I wouldn't be suprised if GK unit could only cast one power per turn, and had to pick between hammerhand and force (which would be also the only power most GK psykers bar librarian knew). Granted, 5th edition psychic powers were much better mechanic than what we have now, so it's still a plus...

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Big one not tackled, choosing Powers or Random.

 

I'd bet you a box of donuts that we're all going to get to Choose our Powers from the Faction list.

 

 

It's just a tease, but it's hopeful.

 

So anyone within 24 can block psychic powers or have a chance to. Sounds like it will be greater than a 6+.

 

The Deny roll mechanic will be rolling 2d6 and rolling higher than the roll that your opponent made to cast the power. That's how it works in AoS, and I'll buy another box of donuts for you if it doesn't work that way in New40K.  

----

 

I see this news as VERY good for the Grey Knights.  Instead of needing to use some units as "batteries" for other units, each will get their own opportunity to cast the powers that matter to them.  Most routine powers (Hammerhand, Force, etc.) should be pretty easy to pull off, with Warp Charge (casting level difficulty) of just a 4 or 5.  Only the potent powers (like Vortex) will require high rolls and be hard to pull off.  Cleansing Flame will be somewhere in the middle (guessing WC of around 8).

 

V

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So anyone within 24 can block psychic powers or have a chance to. Sounds like it will be greater than a 6+.

 

Everyone gets smite, this should include all our psykers. They can cast everything they are allowed to cast, so no more deciding on force or invuln and force or hammerhand.

 

Dunno, sounds mostly like a copy of 5th edition to me. I wouldn't be suprised if GK unit could only cast one power per turn, and had to pick between hammerhand and force (which would be also the only power most GK psykers bar librarian knew). Granted, 5th edition psychic powers were much better mechanic than what we have now, so it's still a plus...

 

 

 5e powers were tied to Ld rolls, whereas these have nothing to do with Leadership.  I expect most GK units to only cast 1 power per turn, too, as it's unlikely they'll change from ML1 Brotherhood of Psykers, but getting these powers off pretty easily in most instances.  

 

Also, we're going to have so many Mastery Levels on the board that we should be able to at least attempt a Deny against every single opponent's power, assuming we have any unit within a generous 24" range (and we'll probably get bonuses to Deny with Warding Staves and/or Psychic Hoods).

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Just as excited about what we've learned about the psychic phase as I am about close combat making a come back. Granted we still don't have the full details about anything, but so far it's looking pretty solid. If all of our units continue to count as psykers, I cannot wait to rain smite casting groups of knights down upon my opponents.

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5e powers were tied to Ld rolls, whereas these have nothing to do with Leadership.

In 5th edition, you rolled with 2 dice over a set number. In 8th edition, you do something completely different, roll 2 dice over a set number.

How I could not see the vast difference between these two? teehee.gif

As for denying, I'd be very surprised if denying that doesn't involve a psyker with dedicated denying equipment (farseer with runes, or librarian with hood) was any effective. Sure, GK will probably get +1 to deny roll (or, if we're very generous, +2 for aegis and/or stave) but I'd still expect that to be difficult task. If it is not, we're back to square one.

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Irbis, you've still got it off-track. In 5e, you had to roll UNDER your model's leadership characteristic, and it was the same benchmark no matter which power was tried. This made some Factions (with higher leadership) better at casting all powers.

 

In 8e, casting isn't tied to leadership at all, so an Ork Warphrad will be just as good as a Space Marine Librarian, for example, at successfully casting. And, the difficulty to cast scales with the potency of the power - that didn't happen in 5e. So, other than rolling 2d6 to see what happens, the two versions are nothing alike.

 

As for your latter paragraph on Denying, we can expect it'll look exactly like Unbinding Spells in AoS.

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I disagree, the save mod represents the model managing to use cover to avoid the damage. The model shooting might have shot in the perfect spot to score a hit but it just so happens that spot was dead center of a tree trunk his target was hiding behind.

 

I fail to see how hiding behind a tree stops a boltgun RPG from penetrating TDA. ;)  If it can puncture TDA, some dead wood is doing nothing to lower that penetration.

 

It might obscure your frame from he shooter however, making you less of a target and harder to hit. :P

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I wonder how far the GK psychic powers in Shadow Wars reflect what we'll get in 8th edition, particularly as the way Hammerhand works there is a sort of "Force-lite" (each unsaved wound inflicts d3 wounds). Will Force remain the same or be toned down now that it could potentially instant kill an Imperial Knight (assuming there aren't rules stopping that)? Could Hammerhand be the new Force?? Looking at the rules for Smite, it appears that there is a Critical Success mechanic, by which particularly high roles activate a more potent version of the power you're trying to manifest. If Hammerhand maintains its SW:A effect, Critical Success could either become d6 wounds or d3 Mortal Wounds.

 

I'd rather like to see GK apothecaries and techmarines having their own unique powers: e.g. Apothecary can heal d6 wounds on a non-vehicle unit and Techmarines can perform the same on vehicles.

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I'd rather like to see GK apothecaries and techmarines having their own unique powers: e.g. Apothecary can heal d6 wounds on a non-vehicle unit and Techmarines can perform the same on vehicles.

Across the board for all Space Marines, I'd rather it be that Apothecaries grant +1 to Saves for a unit, Techmarines grant +1 to Shooting To-hit rolls for a unit, while Chaplains/Brotherhood Champions grant +1 to close combat To-hit rolls for a unit. Give all three the same "minor hero" stat-block.

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I'd rather like to see GK apothecaries and techmarines having their own unique powers: e.g. Apothecary can heal d6 wounds on a non-vehicle unit and Techmarines can perform the same on vehicles.

Across the board for all Space Marines, I'd rather it be that Apothecaries grant +1 to Saves for a unit, Techmarines grant +1 to Shooting To-hit rolls for a unit, while Chaplains/Brotherhood Champions grant +1 to close combat To-hit rolls for a unit. Give all three the same "minor hero" stat-block.

I suggested it really because GKs are in the unique position of having chapter specialists who are also Psykers. So far, at least on the table-top, they are just that: e.g. a model that has the abilities of both a techmarine and a Psykers, rather than someone who exploits his psychic abilities to fulfil his role as a techmarine. That scene in The Emperor's Gift when Malchadiel dismantles then reassembles a chimera's turret telekinetically is the basic idea!

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Falling back from combat looks kinda stupid. Basically you'll get to engage on the turn you charge/get charged, but in your opponents turn they can back out and then shoot you to death. 

 

From the statlines we have seen melee looks to be deadlier in 8th. Basic marines hit on 3+ which is better than the 4+ they were on against most opponents in 7th. Super-elite fighters may be hitting on 2+ as RG does, previously Khârn was unique in being able to do that.

 

The fall back rule really takes away the tactic of locking an enemy unit into an endless slap-fight to stop it shooting for the rest of the game. To be honest that was never really the GK approach, we get stuck in to kill stuff not to tar-pit it. If combat gets more lethal I feel that plays well for GK. If falling back is part of that new balance then we need to ensure that there is not much to fall back with.

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Too bad Grey Knights don't come standard with a pistol like all of the other Marines.  Perhaps we'll get a special rule that'll allow us to use our Storm Bolters in similar fashion.  Or, we might not need anything, as we'll be powerful enough with all of our Force Weapons and Psychic Powers, that not having any pistols won't make a difference.

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Im I the only one who thinks that Grey Knight lost all their shine, after this "super marine" announcement?
Aint the Grey Knights supposed to be a marine+ already?
And to top it, the Super marine vs nurgle?

Where are the Grey Knights to fight chaos, vacation?

Man, I think this is a missed opportunity for the Grey Knights.

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