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So, everything is out for 9e now, and no changes to the 9e Errata/FAQ that was prepositioned for us a couple weeks ago.  As of now, Psychic Locus is gone for Grey Knights (and Thousand Sons).  

 

As a reminder, Psychic Locus is the rule that started in the 2018 "Big FAQ" and was then also included in CA2019 that allowed us to keep casting Smite without having the incremental increase in Warp Charge difficulty that is a part of the Core Rules.

 

Now that is gone, so we'll be having a much more difficult time spamming those lovely 2 MW Smites in our Tide of Escalation, across the army.  We can now only get 4 or so Smite casts off reliably, per turn.

 

 

So, what's the impact?  How are you folks going to compensate?  

 

Along with the changes to the Mission dynamics (board control, already discussed elsewhere), changes to Detachments, and the dynamics of creating armies, and now the loss of Psychic Focus, I can see some pretty major changes for Grey Knights players as we try to reshape our forces and our strategies going forward.

 

What are your thoughts?

 

 

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The questions stem from my mind is this:

 

1. With removal of Psychic Locus (rest in peace), will that see us taking normal GM's as they have one attack more than the BC? `

2. How much of a general nerf (mathematically) is it to our faction strength that we can't cast a whole bunch of smites, and we can reliably get 4 off? (Realistically speaking, if we were to use the Matrix on the Librarian, a case could be made for getting a 5th smite off).

 

I'm not thrilled with this change - I hope there will be an update that gives us that ability back perhaps with the primaris units, if we ever do get them. Smite spam is pretty iconic to us the GK and the TS, imo. Having to cast 4 smites a turn compared to <insert amount here> smites in 8th edition just feels a bit.. empty, I suppose?

I still hope that it is an oversight. Smites were core part of my lists. Looks like GW intentionally forces us into 20 paladins build. The change could make sence if 2 MW smites were inbuilt and didn't require a tide. They were compensating for our lack of heavy weapons.

 

I suggest to bombard 40k rules team with question regarding incremental WC cost for GK just to be sure. Maybe, they will answer to this in the next Big FAQ presumably in september. 

So which tide you think we'll be defaulting to now?

 

Still default to escalation? I mean technically, losing locus makes this tide even more efficient/needed.

 

Or will we just move to tide of shadows for cover?

Speaking of cover, does this tide alter at all with the new cover rules?

 

 

I definitely still can't see us going heavy on special weapons, thus making convergence situational/niche at best.

 

And re-rolling 1s to wound in tide of fury will have its uses. But we're all aware its still a shooty game and is likely still more efficient just rapid firing storm bolters into things.

Edited by Captain Coolpants

So which tide you think we'll be defaulting to now?

 

 

 

I think it might be Convergence, paired with use of Psybolt Ammo stratagem every turn.  Don't even have to spam Psycannons/Psilencers for that to be really effective.  Strength 6, AP-1, Damage 2 Stormbolter shots will do some work. 

 

2. How much of a general nerf (mathematically) is it to our faction strength that we can't cast a whole bunch of smites, and we can reliably get 4 off? (Realistically speaking, if we were to use the Matrix on the Librarian, a case could be made for getting a 5th smite off).

 

 

Just speaking from the list I've been using for 8e and 9e testing games, it is a difference of about 12 Mortal Wounds per turn.

 

The only benefit, really, is that now some of the lesser used powers might see play.  In 8th edition, an extra free 2 Mortal Wounds from a unit just made more sense than, say, Hammerhand, for example.

 

 

2. How much of a general nerf (mathematically) is it to our faction strength that we can't cast a whole bunch of smites, and we can reliably get 4 off? (Realistically speaking, if we were to use the Matrix on the Librarian, a case could be made for getting a 5th smite off).

 

 

Just speaking from the list I've been using for 8e and 9e testing games, it is a difference of about 12 Mortal Wounds per turn.

 

The only benefit, really, is that now some of the lesser used powers might see play.  In 8th edition, an extra free 2 Mortal Wounds from a unit just made more sense than, say, Hammerhand, for example.

 

 

Are those 12 MW factoring in 3 or 6 strike squads though? I assumed that with 9th, we would be taking only the three? 

 

With regards to psychic powers, I always had a mix of psychic abilities in my army, so no skin of the back there. 

 

I checked battle-scribe, which has been updated to 9th edition (mostly), and psychic locus is still there, part of me is praying that is still the case and that's not a typo.

The 12 MW is with the 4 Strike Squads that I’ve been running.

 

BattleScribe data is updated by regular dudes off the street, if they’ve left Psychic Focus in, its because they haven’t been paying attention.

 

Also, Psychic Focus, and Psychic Locus are two different things; the latter is the Brother-Captain’s ability.

Are falchions meant to be 4pts a pair? That seems silly to me.

 

Munitorium Field Manual with the updated points says, Falchion     2, so the implication is that it's 2 points for a single one, thus 4 points for the pair.

 

We won't know any different until/unless they Errata it.

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