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I played my first two games today with the new Grey Knights and went 2-0 both games ended up as seize ground pitched battle. I brought a Crowe list as follows:
2x 6 Purifiers (3 halberds, 2 incinerators, 1 daemonhammer, razorback w/psyammo)
2x 10 GKSS (MC daemonhammer, 2 psycannons, Psyammo) (one razorback for Crowe)
2x double TLAC dreads, psyammo
The army seemed to work out well, but I found that the psycannons on GKSS were under utilized as through 2 games only 1 psycannon shot all four shots in a turn (Orks were on me turn 2, and Eldar didn't send anything to my objective except swooping hawks). But it seemed like it is almost never worth having your GK stand still, and forgo the ability to assault a unit for two extra strength 7 shots. I would like to think that they could be useful as anti transport shots, but with 9TL S6 shots and 8 TL strength 8 shots transports didn't get very far and I was better off shooting my storm bolters at something else.
Am I the only person who thinks the 10 points for psycannons might not be worth it, especially if you are taking Psyammo. Also the loss of the force weapon did cost me a wound later in the game because an Ork made a 6+ save. Though I don't know where I would spend the other 40 points in this list, I would like to think I could find something (Falchions might be in order).
Is there anyone one else who has thought this, or am I way out in left field?
Last edited by nichodemus10; May 1st, 2011 at 01:21. Reason: spelling errors
I think the problem is that you outfit your squads to handle multiple roles. It's not necessarily a bad thing, just realize that over half your squad wants to get into CC while the other half wants to remain stationary and shoot.
I combat squad my purifiers so that one unit is 4 psycannons and a sword, and the other unit is 4 halberds and a hammer. The unit that is CC oriented gets the razorback/rhino. This setup has always allowed me to make the most of the psycannons.
*double post* ...sigh...
Last edited by stuck804; April 30th, 2011 at 22:45. Reason: double post
I Guess it depends on how you use your army. Personly I love incinerators. I'd say keep psycannons on your terminators if you ever used them. Given their elite nature and combat proficiency I wouldn't like keeping them still at all. So I agree with you, not worth it on certain squads. And yes I'd go with Falchions. A couple of halberds to cause a wound and activate FW rules then blitz them with the extra attacks.
"Reached under the bed and pulled out a Converse and a beer, I appear to of developed the miraculous power to turn shoes into beer!.... or beer into shoes." - Fallen Autarch after St. Patricks day.
Psycannons are phenomenal against all opponents. They can kill a Land Raider, they can kill 4+ enemies on a 2+. If you sit still, you are even more deadly. You have a chance to rend heavy infantry. There just isn't a downside for them. They give you flexibility, and for only 10pts you have the ability to sit still and out performe an assault cannon.
Take them, they give you unperileled flexibility and killing power. IMO they are the single best weapon any infantry unit can easily obtain.
What Zagman said x100.
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
I guess my issue was that the special weapon of the unit didn't do what the unit was supposed to do much better, and if I used the psycannons versatility I am not using the squad to its full potential. And paying 20 points to give me the option of using the squad effectively or the special weapon effectively doesn't always seem worth it.
I think the biggest problem is alot of people are getting their heads screwed with, with the new psycannon. I will admit the first 2 games I played i was guilty of this as well. But I learned something.
Look at the psycannon as an assault 2 weapon that only sometimes gets to fire twice. Dont try and force the extra shot caus it will usually screw you over in the long run with most games, treat those 2 extra shots as situational.
Do this and you SHOULD get alot more out of your psycannons when you dont expect them to preforms like super assault cannons every game.
Make a man a fire and keep him warm for a night.
Light a man on fire and you will keep him warm for the rest of his life.
If you want CC potential, stick to purifiers. If you want versatility, keep the GKSS with Psycannons.
Any why are you running purifiers with incinerators? They are redundant on purifiers and a waste of a NFW. That is a true inefficiency in your list, not the psycannons on the GKSS.
It isn't only about close combat close combat potential, it is that they are going on a unit that is never going to stand still, and if you move every turn the psycannons were not that much better than the storm bolters (provided you are using them to shoot at units) and using their versatility minimizes the strength (lots of S5 AP5 shots) of the rest of my unit.
And my Incinerator purifiers might have been my MVPs (best example was when my halberds wiped out the unit to the nob with a wound left, my incinerators finished him so he couldn't power claw [which was made possible by the 9 wounds they dished out from shooting]...I know it would be just as good to have 2 sets of Falchions, but that second initiative greater than one against Okrs is pretty clutch so I will always have atleast one model striking at Init 4).
I am not saying Psycannons are bad, I am just saying I don't think should always be an auto-include[specifically if they don't fall into what your units main purpose is], and I would like people to think about not including them sometimes. (That being said I am going to keep using them--at least for a while.)