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![[Post New]](/s/i/i.gif) 2014/05/23 03:58:02
Subject: Just read the new psychic powers... Proceeded to break the game...
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Member of the Ethereal Council
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I like how people think that summoning will break the game. Yeah....you need 6 dice to get that off and your cchance of rolling doubles is near guranteed on 6 dice(Because you peril with any double) It is a superbly stupid risk
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![[Post New]](/s/i/i.gif) 2014/05/23 04:14:32
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
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Vineheart01 wrote:i imagine in 7th they might allow it, since in 6th one of the dumbest rule loopholes on that thing was it was technically indestructible since it had no armor value or anything to gauge how strong it was.
For 75pts, its way too powerful. Even if all they do is make it collapsible but leave the rest, i'd be fine with it lol.
Skyshield is not in the new book.
I think we will find a upper limit of spamming psykers, and that too many will mean over half wont get to do anything, espically if you are going for multiple WC3 powers
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40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final |
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![[Post New]](/s/i/i.gif) 2014/05/23 04:19:23
Subject: Just read the new psychic powers... Proceeded to break the game...
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Fixture of Dakka
Chicago, Illinois
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Just going to point out that there is no real downside to casting possession with 6 dice or more.
Even if you fail you take a wound at most unless you roll a one and then fail a psychic powers test.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/05/23 04:20:32
Subject: Just read the new psychic powers... Proceeded to break the game...
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Member of the Ethereal Council
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True that, but then you loose a psyker
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![[Post New]](/s/i/i.gif) 2014/05/23 04:50:25
Subject: Re:Just read the new psychic powers... Proceeded to break the game...
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!!Goffik Rocker!!
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Orkses are the only ones without divination =)
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![[Post New]](/s/i/i.gif) 2014/05/23 04:57:33
Subject: Re:Just read the new psychic powers... Proceeded to break the game...
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Fixture of Dakka
Temple Prime
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Tyranids, Necrons, Tau, and the Dark Eldar say hi.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/05/23 05:17:26
Subject: Re:Just read the new psychic powers... Proceeded to break the game...
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Killer Klaivex
Oceanside, CA
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Kain wrote:
Tyranids, Necrons, Tau, and the Dark Eldar say hi.
And everyone else saw that coming.
-Matt
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![[Post New]](/s/i/i.gif) 2014/05/23 06:09:15
Subject: Re:Just read the new psychic powers... Proceeded to break the game...
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Been Around the Block
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The powers themselves are unlikely to break the game, as they are quite hard to cast and have a very high risk of perils. A normal Librarian isn't going to be able to get that much use out of it. However, there is potential for getting absurd numbers of warp charge, primarily by exploiting brotherhood of psyker units. The most depraved option that instantly comes to mind is the henchman mystic, which can be added to a useful combat squad for a pittance or even taken in unbound MSU along with 2 naked acolytes for less than 20 points a piece. Wyrdvane psykers would be ideal for casting as they can simply eat perils and still have plenty of cannonfodder to do it again next turn.
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![[Post New]](/s/i/i.gif) 2014/05/23 06:43:54
Subject: Re:Just read the new psychic powers... Proceeded to break the game...
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!!Goffik Rocker!!
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Kain wrote:
Tyranids, Necrons, Tau, and the Dark Eldar say hi.
From the table. Crons, and DE don't have access to psychers at all and tyranids stick to their own table.
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![[Post New]](/s/i/i.gif) 2014/05/23 09:17:19
Subject: Just read the new psychic powers... Proceeded to break the game...
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Warplord Titan Princeps of Tzeentch
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Tau got n psykers at all either, just tech-divination with markerlights
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/05/23 09:28:51
Subject: Just read the new psychic powers... Proceeded to break the game...
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Boom! Leman Russ Commander
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How have ML1 Prescience Psykers been nerfed?
What am I missing here?
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Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
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![[Post New]](/s/i/i.gif) 2014/05/23 10:05:33
Subject: Just read the new psychic powers... Proceeded to break the game...
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Secretive Dark Angels Veteran
Canada
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Puscifer wrote:How have ML1 Prescience Psykers been nerfed?
What am I missing here?
Its a lot harder to get the results you need from your casting dice. And if you peril he's either going to die, be turned into a support hq or he's going to become useless.
Leta take an ml 1 libby as an example in a 500 pts games. Power dice will be in short supply here and it's likely you won't have the advantage of dice numerically.
If you cast prescience you have a less than a 33% chance of it going off. If it doesn't your either going to have it fail, or your going to peril. If your peril, you have all but killed your hq.
And even if you do succed chances are your opponent will deny the witch are much higher now.
In games south of 1000 pts for sm and csm armies. Taking a Libby is no longer a "no brainer" it's now a serious gamble. It could give you a huge advantage. But the Libby is no longer an "I win" hq vs an sm army led by a chaplain or a captain.
I think in the future at least in local meta's your going to see moremchaplains and chapter masters take the field. Captains are still fethed but chaplains (especially interrogator da chaplains) are going to become a more tempting offer.
At games over a 1000 pts termie multi level libby's and more durable and powerful psykers will still be popular
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2014/05/23 11:38:32
Subject: Just read the new psychic powers... Proceeded to break the game...
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Never Forget Isstvan!
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schadenfreude wrote:Mark caps at 3+ until sanctuary gives it another +1 for a 2+
Problem is it's not the primaris, they need to get the random power, any doubles is a perils unless it's GK, and the mishap table is brutal. The sorcerer will probably be dead from perils on turn 2 or 3.
GK attempting the power on allies th/ ss termies or crusader henchmen would eliminate the perils problem, but they still have to get the power and volume of fire still works.
Thats not how it works.
When it says mark caps at 3++ it means you can never use the mark's +1 bonus to achieve higher than 3++. So if you use the psychic power to gain +1, and you already have 3++ from mark, the marks bonus goes away and you still have 3++.
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JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG |
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![[Post New]](/s/i/i.gif) 2014/05/23 12:05:27
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
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Hollismason wrote:Just going to point out that there is no real downside to casting possession with 6 dice or more. Even if you fail you take a wound at most unless you roll a one and then fail a psychic powers test. I answered this Hollis in the news post. You peril before you resolve the power.
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This message was edited 1 time. Last update was at 2014/05/23 13:45:21
40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final |
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![[Post New]](/s/i/i.gif) 2014/05/23 13:31:08
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
United States of America
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Correctly this should be "I'll answer this Hollis, you perils before you resolve the power's effect".
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![[Post New]](/s/i/i.gif) 2014/05/23 13:45:21
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
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Not quite, but nice try.
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40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final |
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![[Post New]](/s/i/i.gif) 2014/05/23 15:13:36
Subject: Just read the new psychic powers... Proceeded to break the game...
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Stone Bonkers Fabricator General
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Puscifer wrote:How have ML1 Prescience Psykers been nerfed?
What am I missing here?
he will be getting 2-7 power dice a turn
If he uses 2 dice he has a very low chance of getting it off (25%), but a very very low chance of perils
If he is using 3 dice he has a fair chance of getting it off (50%) and still a low chance of perils
He needs to use 4 dice to have a good chance to getting it off. (68%) perils starts to become a problem
To approach the old Ld10 test to get it off, he would have to use 6+ dice. Perils would almost certainly be a problem.
and now it can be dispelled
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2014/05/23 15:44:46
Subject: Just read the new psychic powers... Proceeded to break the game...
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Warplord Titan Princeps of Tzeentch
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Yep, 2 warp charge powers are now an issue.
And some lunatics think that 3 warp charge power spam are a viable strategy, as if THAT wont backfire quickly as hell.
Then again they also laughed when i said IH is a powerful tactics when the SM book just came out....so I don't trust the internet's opinion on strategy, tactics, list-building and balance that much.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/05/23 16:28:17
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
United States of America
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^^ This is very true (i'm guessing your referring to flingitnow's post?).
Though I think eldar can do WC3 spam the best though, with eldrad to regen warp charges 1/3 of the time and ghost helms negate perils for the cost of a warp charge. Still not reliable but seems like an interesting idea.
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![[Post New]](/s/i/i.gif) 2014/05/23 16:50:02
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
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Summoning won't break the game. Seems quite costly. Invisibility however is overpowered even at warp charge 2. Special lists will have enough psykers / charges to go 'invisibility fishing' and they'll be able to pull it off and wreck face
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![[Post New]](/s/i/i.gif) 2014/05/23 17:06:28
Subject: Just read the new psychic powers... Proceeded to break the game...
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Fixture of Dakka
Temple Prime
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Super Newb wrote:Summoning won't break the game. Seems quite costly. Invisibility however is overpowered even at warp charge 2. Special lists will have enough psykers / charges to go 'invisibility fishing' and they'll be able to pull it off and wreck face
Be'Lakor automatically has invisibility and he has a beastly statline.
Stopping him is going to be a fearsome challenge.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/05/23 17:15:05
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
United States of America
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Just sling some weighed dice against his casting attempt.
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![[Post New]](/s/i/i.gif) 2014/05/23 18:10:35
Subject: Just read the new psychic powers... Proceeded to break the game...
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Daemonic Dreadnought
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Be'Lakor's beastly statline doesn't help him as much because of FMC nerfs
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/05/23 18:14:05
Subject: Just read the new psychic powers... Proceeded to break the game...
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Fixture of Dakka
Temple Prime
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On the other hand invisibility got seriously buffed to the point of making him essentially invulnerable.
A fair trade.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/05/23 18:33:38
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
United States of America
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Does it say "he is only hit on 6s" or "only snap shots may be taken against him".
If the first, wow. If the second, not that bad.
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![[Post New]](/s/i/i.gif) 2014/05/23 18:38:28
Subject: Just read the new psychic powers... Proceeded to break the game...
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Fixture of Dakka
Temple Prime
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Arbiter wrote:Does it say "he is only hit on 6s" or "only snap shots may be taken against him".
If the first, wow. If the second, not that bad.
I'll have to take a look again, but he's only hit on sixes in melee now.
Which means your chances of handling him in assault are "nope."
Automatically Appended Next Post:
Edit: Snap shots to shoot at him, only sixes to hit him in melee. He trivially defeats the likes of Abaddon and Skarbrand now.
https://scontent-a-lax.xx.fbcdn.net/hphotos-ash3/t1.0-9/10312411_238670656323710_2878350746267061926_n.jpg
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This message was edited 2 times. Last update was at 2014/05/23 18:41:35
Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2014/05/24 01:58:31
Subject: Just read the new psychic powers... Proceeded to break the game...
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Longtime Dakkanaut
United States of America
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Well, skyfire works on him, and for CC hope for prescience or your screwed.
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![[Post New]](/s/i/i.gif) 2014/05/24 07:23:47
Subject: Re:Just read the new psychic powers... Proceeded to break the game...
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Regular Dakkanaut
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It basically seems like you just need to throw all your Dispel/DtW dice at Invis whenever someone (particularly Be'lakor) tries to cast it, and hope for enough sixes. You don't perils on DtW, so you could use your whole pool if you want. Grey Knights should, in theory, be able to shut down enemy psychic phases just by virtue of having 6+ dice thrown at every important enemy power.
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![[Post New]](/s/i/i.gif) 2014/05/24 11:33:43
Subject: Just read the new psychic powers... Proceeded to break the game...
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Heroic Senior Officer
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Grey knights need a 5 plus because of their psychic ability, plus anyone witha hood can try nullify the power which could bring it up to a 4+ or more depending on the situation.
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![[Post New]](/s/i/i.gif) 2014/05/24 11:57:05
Subject: Re:Just read the new psychic powers... Proceeded to break the game...
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Pyromaniac Hellhound Pilot
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Thariinye wrote:It basically seems like you just need to throw all your Dispel/DtW dice at Invis whenever someone (particularly Be'lakor) tries to cast it, and hope for enough sixes. You don't perils on DtW, so you could use your whole pool if you want. Grey Knights should, in theory, be able to shut down enemy psychic phases just by virtue of having 6+ dice thrown at every important enemy power.
You have to dispel all the Warp Charge points earned on the psychic test, so... if the enemy has something like 4+ Warp Charge points on the test then it will be one hell of a job to dispel the power even with 20+ dispel dices.
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This message was edited 2 times. Last update was at 2014/05/24 12:00:05
My armies:
14000 points |
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