Alright, sorry for the long wait, but here are some thoughts about the battle-report, I had.
With your game against the Ultramarines - absolutely LOVE the idea of adding a Stormtalon in there - even though it's not viable, it's still nice to see.
Nothing that strikes me out of the ordinary there, besides having terminators - see what I did there? ;p I'm going to go show myself out now.. Right, onto psychic powers, which
all seem to be in order. If I were to really focused on the details, i'd give both of the terminators GoI. But other than that. All good.
Let's look at turn 1. I'm going to be commenting mostly on what you could do, instead of the Ultramarine, as this is GK specific. Starting in shadows was the right choice.
Turn 2 - Bringing the flyer in, was probably the right thing to do, however I probably would have put him closer to the Intercessors guarding that point (near the inceptors).
That way you could easily flanked the point, while kiling them off easily enough, while contesting the point, and introducing another threat other than the paladin blob.
Maybe even having terminators in that stormtalon wouldn't have been a bad idea either - kill the chaff, contest the points. Beauty of that idea is that the repulsor can't shoot
you. Advancing the servitors was also a good decision. They are practically worthless so, no skin of your back there. Positionining wise, was also relatively good, however I
may be wrong in saying this, but I would have put your paladins in front of the Repulsor, so that you could congo-chain into the blob behind him, with the stormtalon on
the other side, creating a pincer movement (with my stormtalon idea). That would have put the Ultras into a very awkward position, and then the following turn you could have gone the melee tide and
put them to rest, while servitors are holding the points. Everything else looks fine though.
Turn 3 - Draigo is a badass ;p, This might be a questionable decision, but were you at that point far ahead on points? If so, maybe GoI the servitors in front of the inceptors so they
couldn't fire, and put them into combat. Pretty much hold points and clean up in the meantime.
Skiping turn 4, and straight onto your observations. Glad you came around to the thought of the psycannons being good. I wouldn't call them the bread and butter of the GK
paladin blob, but yeah, they are far from useless. You would be right in taking a Ven Dread, but there is nothing more than cool seeing something that isn't viable make an
appreance. In my competitive list (which I'll post at the bottom that you could try out), I run a VLR. Still yet to determine it's efficiency, but yeah.. I'm rambling on.
With regards to the CP
burning - unfortunately that's the way GK's played every since 8th, and now 9th. But the ends justify the means - if you were that ahead on points then
that's what mattered in the end. I still would not have given terminators 2 staves, and given 2 halberds instead. But yeah, 3W terminators will definitely make the GK stronger.
I might have to review my servitor stance, in light of that report. But do try a Ven dread if you have the points for it, he really does pull his weight as I said earlier.
Updated list from that report thoughts: Very good actually. But again 2 warding staves, plox.
I'll send both of those lists to your PM after this.
Second battle report:
Deployment: I would have put the paladins in deep-strike to counter the Aggressor blob. Perhaps even tailoring your psychic powers - such as for the Vortex of Doom, Inner Fire, Purge Soul for those.
Would have been useful.
Turn 1: Risky decision with advancing the librarian - because there were no units closer than 3" (at least on my screen), he doesn't benefit from Look Out Sir! Also if he was the
warlord in your list, then that's just a freebie you are giving away for little reason. If I were in that position, I probably would have used the strategem that extends your
ability range (powerful adept) and done that, assuming they were in range. But yeah, tough luck on that one.
Turn 2: Not much to be said there, looks like you got unlucky.
Sounds like you got unlucky that game, but the way Deathwatch is looking this edition, they are going to be one of the top armies. Essentially, they are the GK primaris that we
should have got back in 2017. Hopefully that doesn't dampen your spirits too much! We are the Hammer!
With your notes afterwards: The way Ven Dreadnoughts play (in my experience), is for you to put them behind obscuring terrain (prefferably one with a marker), and astral aim it.
They only work well, then your opponent realises there is a more important threat on the board, such as the Paladins. GMNDK isn't any better, sorry.
Until the strikes have 2W, that stave is not worth it, period. Strikes (at least currently), as just asking to be blown off the board whenever someone sees them on teh points.
So far it's either go Terminators, or bust for troops. With Terminators it's 2 staves per 10, strikes none. I personally go with swords for my strikes anyway, for the -3 AP on them.