Bean
07-14-2012, 08:05 PM
Alright, so the Grey Knight Librarian continues to be an excellent HQ in sixth edition, but has undergone some significant changes. To get the massive nerf out of the way, let's first acknowledge that the Psychic Hood is very, very lame and move on. He's a good HQ even without that.
The big question, really, is what psychic powers he should bring, and whether it's worth purchasing Mastery Level 3. Let's start by making sure that I know what I'm talking about.
As I understand it, the GKL has two options when taking powers. First, he can purchase powers for five points each. He can get up to nine in this way, and he picks each one from the list in the Grey Knight Codex. Second, he can opt to generate two powers (three if he upgrades his mastery) from the Pyrokinesis, Divination, and Telekinesis disciplines. This is done randomly, by rolling for each power on a chosen discipline, but doesn't cost any extra points.
It seems to me that the strongest powers are to be found in the BRB rather than in the Grey Knight codex. In addition, these powers are free.
On the other hand, selecting powers from the BRB is pretty random--there are some strong powers in there, but some less exciting ones, too. Primaris powers help a little bit (more on that in a second) but it's nice to be able to choose which powers you want, and five points a piece doesn't seem like much to pay for that privilege. Plus, you can bring more powers (though selected from a somewhat narrower range) if you take them from the codex.
It seems to me that, of the BRB disciplines, Divination is the one you'll routinely get the most from. Its Primaris power is excellent, allowing one friendly unit to re-roll all failed rolls to hit (in shooting and close combat). This means that you're going to get one good power from Divination, at least, as opposed to Pyrokinesis or Telekinesis, both of whose Primaris powers are distinctly lack-luster.
All in all, Telekinesis seems the weakest. Assail is unspectacular, and Crush is interesting, but unreliable. Telekine Dome is pretty dubious; the reflecting of shots is interesting, but it's only a 5+ invulnerable save--which many Grey Knight options already have--and it only reflects shots that you make the 5+ invulnerable save against, which means that you won't be using it to bounce bolters and the like. By comparison, the Divination power that gives a unit a 4+ invulnerable seems substantially better. Gate of Infinity is nice for a foot slogger army (which I think Grey Knights will certainly tend to be, now that Rhinos are dubious) and the real jewel of the Telekinesis discipline is the funny pseudo-latin curse that makes an enemy unit re-roll all of their sixes to hit and to wound (with both shooting and close combat). It also inflicts glancing hits on enemy tanks. If I could pick this one every time, I'd take it a lot, but the odds of getting something good out of Telekinesis just seem too low.
Pyrokinesis has some interesting spells. Its Primaris Power is basically a heavy flamer, which is unremarkable, but not terrible. It has a reasonable personal buff for your librarian (though personal buffs for the GK librarian often feel like poor choices compared to the unit buffs) and the defensive buff for a unit is also pretty good. Molten Beam is spectacular--worth its 2 Warp Charge--and the Nova with Blind isn't bad, either, though its range is very short. All in all, I think this is a better option than Telekinesis (chance to get Molten Beam, heavy flamer if you don't like what you roll) but I'm still skeptical.
Divination seems like the most reliable. It has several good unit buffs, one of which is its Primaris power. Its slot-six spell is situational--sometimes really good and sometimes worth very little. It has one debuff (forces an enemy unit to re-roll all successful saves) that is really good, and its psyker-only buff is also really good (Psyker can re-roll failed saves, hits, and wounds). All in all, you're pretty likely to come out of this one with something good, making it my top pick for book Disciplines, at least among those available to the GKL.
So, what do you take as a Librarian? Well, I think that any librarian you used to play is probably still worthwhile--none of the codex powers really got gimped.
I also think that paying a straight 150 points for a GKL with no upgrades and rolling two Divination Powers will routinely result in a character well worth bringing. I suspect he remains worth it when you buy him Mastery Level 3--something I probably wouldn't do for a Librarian with just codex powers. Either way, I really think I'd take all of my rolls in Divination, and I'd always swap out one roll for the Primaris power, which is, perhaps, the discipline's best option.
I actually don't think I'd generally spend points on other upgrades for the Libby. Maybe 5 for a halberd or 35 for a staff (really not sure about the staff, but I play Paladins, so challenges aren't really a concern for me). I might buy master-crafting if taking codex powers, but not if taking Divination--why bother, when he'll have the re-roll everything power?
I think my first pick is probably going to be the budget option, though--150 points, no upgrades, two Divination powers.
What do you guys think? What's your go-to Grey Knights Librarian for 6th Edition, and why? What powers, disciplines, and gear do you thin, are good, bad, or important?
Edit: just for the sake of completion, remember that the GKL gets Hammerhand in addition to everything else, regardless of which option you take.
The big question, really, is what psychic powers he should bring, and whether it's worth purchasing Mastery Level 3. Let's start by making sure that I know what I'm talking about.
As I understand it, the GKL has two options when taking powers. First, he can purchase powers for five points each. He can get up to nine in this way, and he picks each one from the list in the Grey Knight Codex. Second, he can opt to generate two powers (three if he upgrades his mastery) from the Pyrokinesis, Divination, and Telekinesis disciplines. This is done randomly, by rolling for each power on a chosen discipline, but doesn't cost any extra points.
It seems to me that the strongest powers are to be found in the BRB rather than in the Grey Knight codex. In addition, these powers are free.
On the other hand, selecting powers from the BRB is pretty random--there are some strong powers in there, but some less exciting ones, too. Primaris powers help a little bit (more on that in a second) but it's nice to be able to choose which powers you want, and five points a piece doesn't seem like much to pay for that privilege. Plus, you can bring more powers (though selected from a somewhat narrower range) if you take them from the codex.
It seems to me that, of the BRB disciplines, Divination is the one you'll routinely get the most from. Its Primaris power is excellent, allowing one friendly unit to re-roll all failed rolls to hit (in shooting and close combat). This means that you're going to get one good power from Divination, at least, as opposed to Pyrokinesis or Telekinesis, both of whose Primaris powers are distinctly lack-luster.
All in all, Telekinesis seems the weakest. Assail is unspectacular, and Crush is interesting, but unreliable. Telekine Dome is pretty dubious; the reflecting of shots is interesting, but it's only a 5+ invulnerable save--which many Grey Knight options already have--and it only reflects shots that you make the 5+ invulnerable save against, which means that you won't be using it to bounce bolters and the like. By comparison, the Divination power that gives a unit a 4+ invulnerable seems substantially better. Gate of Infinity is nice for a foot slogger army (which I think Grey Knights will certainly tend to be, now that Rhinos are dubious) and the real jewel of the Telekinesis discipline is the funny pseudo-latin curse that makes an enemy unit re-roll all of their sixes to hit and to wound (with both shooting and close combat). It also inflicts glancing hits on enemy tanks. If I could pick this one every time, I'd take it a lot, but the odds of getting something good out of Telekinesis just seem too low.
Pyrokinesis has some interesting spells. Its Primaris Power is basically a heavy flamer, which is unremarkable, but not terrible. It has a reasonable personal buff for your librarian (though personal buffs for the GK librarian often feel like poor choices compared to the unit buffs) and the defensive buff for a unit is also pretty good. Molten Beam is spectacular--worth its 2 Warp Charge--and the Nova with Blind isn't bad, either, though its range is very short. All in all, I think this is a better option than Telekinesis (chance to get Molten Beam, heavy flamer if you don't like what you roll) but I'm still skeptical.
Divination seems like the most reliable. It has several good unit buffs, one of which is its Primaris power. Its slot-six spell is situational--sometimes really good and sometimes worth very little. It has one debuff (forces an enemy unit to re-roll all successful saves) that is really good, and its psyker-only buff is also really good (Psyker can re-roll failed saves, hits, and wounds). All in all, you're pretty likely to come out of this one with something good, making it my top pick for book Disciplines, at least among those available to the GKL.
So, what do you take as a Librarian? Well, I think that any librarian you used to play is probably still worthwhile--none of the codex powers really got gimped.
I also think that paying a straight 150 points for a GKL with no upgrades and rolling two Divination Powers will routinely result in a character well worth bringing. I suspect he remains worth it when you buy him Mastery Level 3--something I probably wouldn't do for a Librarian with just codex powers. Either way, I really think I'd take all of my rolls in Divination, and I'd always swap out one roll for the Primaris power, which is, perhaps, the discipline's best option.
I actually don't think I'd generally spend points on other upgrades for the Libby. Maybe 5 for a halberd or 35 for a staff (really not sure about the staff, but I play Paladins, so challenges aren't really a concern for me). I might buy master-crafting if taking codex powers, but not if taking Divination--why bother, when he'll have the re-roll everything power?
I think my first pick is probably going to be the budget option, though--150 points, no upgrades, two Divination powers.
What do you guys think? What's your go-to Grey Knights Librarian for 6th Edition, and why? What powers, disciplines, and gear do you thin, are good, bad, or important?
Edit: just for the sake of completion, remember that the GKL gets Hammerhand in addition to everything else, regardless of which option you take.