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I just had an awesome vision where my shooty Inquisitor and his retinue are locked in combat, but at the start of my turn, I cast 'Santuary', forcing the enemy back several inches, before firing on them, and assaulting them again.
Then I had a second, more glorious vision of a Squad of GKT's, locked in combat by genestealers, only to cast Sanctuary, throwing the enemy back, before shooting and assaulting them.
But then I re-read the rules.... Sanctuary only affects enemy units near 'the psyker', so does that mean that an Inquisitor with 10+ retinue will unlikely be able to break free from CC? After all, all the enemy unit needs to do is 'wrap' around his retinue which are not 'the psyker'.
Needless to say, my vision ended unceremoniously, but does anyone base many tactics around using GK psychic powers?
Firstly, sanctuary won't help against genestealers. Sanctuary only affects daemons.
I have only employed sanctuary in a limited number of games where the entire point was to set up the (my) Daemonhunters against Chaos. Even then, I usually haven't employed it. But when I have, I like putting it on my GK Hero and having him and his retinue in a land raider. They drive around and tank shock daemons wherever I want them pushed. Sanctuary makes for a huge tank shock footprint! I drop the GKTs out when I'm ready to clean up in an assault. But until that point, I've used the sanctuary tank shock to push daemons out of close combat (e.g., when they're slaughtering my Inquisitor or some PAGKs).
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
If you play a friendly against a daemon opponent though you can squash them - just drive two inqs up to a squad, create a bubble on one side, then create a second to push them into the first.
Pop - daemons dead. Repeat as required for kill points, or roll up onto objectives and blaze away while your psyker chills.
Your opponent will never play you again.
These are all cheap, cheesy tactics that daemon players will hate. Don't recommend you doing it cuz you won't make many friends with it.
Another cheesy trick.
Have Inq or GK hero inside landraider and surround landraider with grey knights. Then the GK's can leisurely shoot at daemons as long as they stay inside 3" of the LR.
Tactics based around GK psychic powers... give Word of the Emperor to your Deep Striking Terminators to help prevent them being assaulted on the turn they arrive, Hammerhand can be fun to use, both Terminator squads and the BroCaps/ Grandmasters that lead them can take Holocaust for two S5 template attacks at the end of a combat, and finally give your Grandmaster Scourging instead of a psycannon so's you don't have to buy a psycannon Grandmaster. On the whole the DH psychic powers are god-awful.
Hey, that gives me a new idea. Cast Sanctuary and then DS your GKT's. This way when they land, they don't have to worry about getting charged or shot. No annoying Bolts of Tzeentch, Breath of Chaos, or Boon of Mutation.
I also wouldn't use Scourging because 1) you use it and your GM won't be able to use his force weapon ability in cc, 2) only half the range of Psycannon, 3) the higher strength Psycannon has a better chance to hurt Fateweaver and other Daemonic MC's, 4) I'd rather get Hammerhand to deal with tougher vehicles and dreadnoughts, and 5) it's still expensive and not much cheaper than a Psycannon.
All of this is true... but you don't have to WYSIWYG psychic powers and I'm very lazyI also wouldn't use Scourging because 1) you use it and your GM won't be able to use his force weapon ability in cc, 2) only half the range of Psycannon, 3) the higher strength Psycannon has a better chance to hurt Fateweaver and other Daemonic MC's, 4) I'd rather get Hammerhand to deal with tougher vehicles and dreadnoughts, and 5) it's still expensive and not much cheaper than a Psycannon.