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Post by LizardTau on Jul 24, 2011 15:44:06 GMT -5
At first glance they seem really cool, like +1 str stakeing and 10 int and such. But once you read into them they arent as great. I was playing for the first time with them on saturday and read more in depth into them while playing. Hammer hands is only that assault phase which ok thats a basic power. But quicksilver and might of titan are only for that turn on your movement and assault phases, and since they say in the FAQ under psychic mastery level that unless it states game turn it is player turn. so the 10 int and +1 str for quick silver and might of titan are only for your turn which in my opinion isnt as good, i do like that psychic mastery level is per player turn
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Post by redshirt2375 on Jul 24, 2011 16:40:56 GMT -5
an "extra" +1 S and extra d6 to armour pen the turn you assault is still pretty sweet. And getting I10 when charging a unit that would normal beat your regular Init is also very handy.
GK's are already powerful enough that not being able to get those 2 extra bonuses on your opponent's turn is a small price to pay, especially considering how cheap those powers are points-wise
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Post by calitom on Jul 24, 2011 17:15:10 GMT -5
Yeah, agreed. To be entirely honest- Grey Knights are one of those books that can be absolutely abused to no end, and a few of the "drawbacks" don't really seem so bad in comparison to some of the other codii.
Even then, I never found Quicksilver to be worth it- halberds are always my go to, Init 6 is fast enough to match or go before anything in the game save certain characters, banshees and DE with pain tokens. So why waste the psychic power on quicksilver (or the points on PM 3) when you can hammerhand and might of titans to give +2 stackable str to the unit you're in? STR 7 Halberds with 2d6 armorpen are more then enough in most cases with just the libby joining the unit.
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Post by LizardTau on Jul 24, 2011 17:21:26 GMT -5
oh yeah dont get me wrong i still think they are great and their powers are really cheap. Its just when i saw them i totally thought there were for a full round. I do like them but im going to change the way i play, have three powers for my turn and three for their turn. I was only thinking of the offensive powers but im going to start using the defensive ones. Like shrouding, and santuary also going to take dark excummunication cause it is cheap and if i need to use it, it is there, I think i will add wrap rift instead hammer hand on a round i assault cause an iniuative test or be removed could be better then +1 st
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Post by LizardTau on Jul 24, 2011 18:24:45 GMT -5
sorry must have been typing mine while you posted yours do i didnt see it till later. ya i now thinking quick silver is pretty useless and im going to take it off. i do think psychic mastery 3 can be usefull if you want to do a shooting power and then two assault powers.
I do have a question tho. If you need to use a power at the begining of the librarians movement phase and he is in a landraider can you move the land raider and then use the power or is your whole phase his movement phase or is it just the models?
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Post by trevor on Jul 24, 2011 18:47:57 GMT -5
think you would need to do it before the raider moves but pritty shur you need line of site to use a psychic powers. plus the raider has no fire points so moveing the raider wouldent help anyway. you could cast psychic powers on the sqaud joined to the librairian inside the raider...
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Post by LizardTau on Jul 24, 2011 18:57:53 GMT -5
well i was actually thinking of the summoning. remove one non vehivcle unit from play and imediatly place in withing 6 inches of the librariand using deep strike rules. would you need line of sight for that since it says from anywhere on the board?
also sanctuary enemy models within 12 inches trying to assault frendly grey knights treat all terain (even open) as difficult and dangerous and the shrouding freindly units with in 12 of the librarian gain stealth
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Post by calitom on Jul 24, 2011 21:30:18 GMT -5
You would not need line of sight for summoning, and it would have to be before you moved anything.
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