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![[Post New]](/s/i/i.gif) 2009/12/30 04:30:49
Subject: Eldar psychic powers
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Furious Fire Dragon
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I need help on using Eldar psychic powers. When ever i play i don't use them properly. Any help will work.
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![[Post New]](/s/i/i.gif) 2009/12/30 04:49:20
Subject: Eldar psychic powers
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Longtime Dakkanaut
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Give us examples of what you do and list of army you play.
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2012 tourney record:
Eldar 18W-2L-5D Overall x4
Deathwing 21W-7L-6D Overall x4 Best General x1 Best Appearance x3, 19th place Adepticon 40k Champs.
Space Wolves 2W-0L-1D Best Painted x1
Armies:
1850+ pts. 3000+ pts. 2000+
40k bits go to my ebay... http://stores.shop.ebay.com/K-K-Gaming-and-Bits |
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![[Post New]](/s/i/i.gif) 2009/12/30 04:56:01
Subject: Re:Eldar psychic powers
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Regular Dakkanaut
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Fortune and Guide go on your guys. Doom and Destructor go on the other guy's guys. You can also use Mind War on one of his important guys, if you want.
Hope you found this guide helpful!
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![[Post New]](/s/i/i.gif) 2009/12/30 06:53:07
Subject: Eldar psychic powers
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Junior Officer with Laspistol
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Fortune is used to present a "must kill" target to the enemy, but then make the target ridiculously hard to kill.
For example, you can fortune a wave serpent full of fire dragons, then rush it at his super-important vehicle. He has the choice of either potentially wasting a bunch of fire power on a 4+ rerollable cover save, or simply allowing his tank to die.
Fortune is also very useful on the Eldar units that have good armor saves, such as Spiders, Scorpions, Wraithguard, etc. Fortune is usually not very good to cast on wraithlords, as they are next to impossible to get a cover save for, and most weapons that wound them also pierce their armor.
Doom is what you use when you have a target that needs to die, and you have a bunch of guns with lots of shots but not great strength. If you doom the T4 target of a dire avenger unit, then it will do 50% more damage. If you doom the same target then shoot them with scatter lasers, you only improve the damage by about 1/6. Doom also works very well in conjunction with rending or sniper attacks, so dooming the targets of pathfinders and harlequins is a must to use those units at their highest potential.
Guide is most useful on a platform that has lots of shots, such as warp spiders or scatter laser war walkers. It can also be useful for helping to make sure that key shots hit. When you cast Guide on pathfinders, it increases the chance they'll get an AP1 shot, increasing their capability in an anti-light-vehicle role.
Mind War is only useful if you are within 18" of the bad guys, and outside of a wave serpent, which is a very bad place for a farseer to be! Also, with the generally high LD of most important models in 40k, it has very little chance of accomplishing anything of significance. (I may have gotten the range on Mind War off... it's been so long since I've used it).
Eldritch Storm is also of limited usefulness. At str 3 it's just not very decent unless coupled with Doom, and even then it is lackluster. Its ability to spin vehicles can be fun, but cannot be relied on. It also has very specific rules for placing the blast, that are different from the normal blast rules, but make it difficult to hit multiple vehicles with it, even if they are relatively close to one another.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2009/12/30 15:15:54
Subject: Re:Eldar psychic powers
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Furious Fire Dragon
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Thanks for the help. I'll keep what you said in mind next time I play.
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![[Post New]](/s/i/i.gif) 2010/01/05 04:24:40
Subject: Eldar psychic powers
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One Canoptek Scarab in a Swarm
Mississauga, Ontario
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Against Eric and I the best ones in my opinion are. Doom, Fortune and Mind War.
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![[Post New]](/s/i/i.gif) 2010/01/05 05:36:00
Subject: Eldar psychic powers
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Swift Swooping Hawk
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Everything Willy said. Really.
Mind War, even against Eric and Nick, is a poor option. If your list has a unit with a target painted on it (that one squad of fire dragons in a serpent, for instance), having a fortuneseer around is a great investment. Even when you don't have an obvious target, it lets you influence your opponent's shooting by diverting it away from a unit that you fortune.
Guide is good, but goes best with lots of shots or BS3 shots (or lots of BS3 shots, COUGHwarwalkerswithscatterlasersCOUGH)
But yeah, re-read Willyd's post.
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The Battle Report Master wrote:i had a freind come round a few weeks ago to have a 40k apocalpocalpse game i was guards men he was space maines.... my first turn was 4 bonbaonbardlements... jacobs turn to he didnt have one i phased out. This space for rent, contact Gwar! for rights to this space.
Tantras wrote: Logically speaking, that makes perfect sense and I understand and agree entirely... but is it RAW? |
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