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Made in us
Longtime Dakkanaut





Connecticut

Martel732 wrote:
I can't find the single cast rule this thread is referring to. A given psyker can only cast a power once, but there's nothing stopping someone from null zoning three times with three separate libbies.


In narrative and open play, sure.

Matched play, in the matched play section, says one attempt per spell per turn per army, except smite which is once per psyker.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Locked in the Tower of Amareo




It's under matched play. I didn't look there. I don't have my books yet, I just looked at them in a store. I really don't understand that restriction, as the spells aren't exactly taking over the world. They are solid, but relatively unreliable.

This message was edited 1 time. Last update was at 2017/06/10 00:39:04


 
   
Made in us
Hardened Veteran Guardsman




Georgia

Martel732 wrote:
It's under matched play. I didn't look there. I don't have my books yet, I just looked at them in a store. I really don't understand that restriction, as the spells aren't exactly taking over the world. They are solid, but relatively unreliable.


Perhaps when the individual codexes are released it will change up the number and type of psychic powers we'll have access to.

 
   
Made in us
Longtime Dakkanaut





Looking for the Rest of the II Legion

crouching lictor wrote:
Martel732 wrote:
It's under matched play. I didn't look there. I don't have my books yet, I just looked at them in a store. I really don't understand that restriction, as the spells aren't exactly taking over the world. They are solid, but relatively unreliable.


Perhaps when the individual codexes are released it will change up the number and type of psychic powers we'll have access to.


I certainly hope so... We need more options than we have right now.


 
   
Made in us
Auspicious Daemonic Herald





Martel732 wrote:
It's under matched play. I didn't look there. I don't have my books yet, I just looked at them in a store. I really don't understand that restriction, as the spells aren't exactly taking over the world. They are solid, but relatively unreliable.


The ability to stack powers is always abusable. If I cast Boon of Change from the Tzeentch Daemon discipline on the same unit like 5 times I could end with a S8 T10 Daemon Prince
   
Made in us
Norn Queen






Or the Horror from nids (-1 to hit -1 ld). If I cast that 4 times on even a 10 ld unit that makes them a 6 ld unit. Enjoy your moral tests at the end of the turn.

Granted they could have just said that effects from the same named source don't stack. But whatever.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Martel732 wrote:
I can't find the single cast rule this thread is referring to. A given psyker can only cast a power once, but there's nothing stopping someone from null zoning three times with three separate libbies.


Take a look at match play (with points) it should be in there someplace...basicly, other than Smite each power is once per turn per Side. I think you can deny at will...?

The will of the hive is always the same: HUNGER 
   
Made in us
Loyal Necron Lychguard





I just played my KSons army against a list mega-spamming cultists and smite seemed pretty useful to me. The reliability factor makes it more valuable in practice than it does in the math I think, enough guaranteed kills on 1 wound models can turn a horde into a gathering pretty quickly. I rolled perils once (Ahriman's very first cast lol) but that's exactly what command points are for.
   
Made in ca
Regular Dakkanaut



Canada

pinecone77 wrote:
Martel732 wrote:
I can't find the single cast rule this thread is referring to. A given psyker can only cast a power once, but there's nothing stopping someone from null zoning three times with three separate libbies.


Take a look at match play (with points) it should be in there someplace...basicly, other than Smite each power is once per turn per Side. I think you can deny at will...?


Most psykers say can deny one spell a turn, some say two.
   
Made in ca
Automated Rubric Marine of Tzeentch





Martel732 wrote:
I can't find the single cast rule this thread is referring to. A given psyker can only cast a power once, but there's nothing stopping someone from null zoning three times with three separate libbies.


In matched play the rule of 1 applies, spells can be only ATTEMPTED once per psychic phase, the exception is Smite.

 
   
Made in us
Locked in the Tower of Amareo




 CrownAxe wrote:
Martel732 wrote:
It's under matched play. I didn't look there. I don't have my books yet, I just looked at them in a store. I really don't understand that restriction, as the spells aren't exactly taking over the world. They are solid, but relatively unreliable.


The ability to stack powers is always abusable. If I cast Boon of Change from the Tzeentch Daemon discipline on the same unit like 5 times I could end with a S8 T10 Daemon Prince


Yeah, I was just looking at BA powers. That is easily fixable by saying that a unit can only benefit from a single power at a time or something. I just wanted to unleash rage on more than on unit. Guess I'll have to wait or just forget about that for now.
   
Made in us
Longtime Dakkanaut




 Lance845 wrote:
Or the Horror from nids (-1 to hit -1 ld). If I cast that 4 times on even a 10 ld unit that makes them a 6 ld unit. Enjoy your moral tests at the end of the turn.

Granted they could have just said that effects from the same named source don't stack. But whatever.


Imagine warp time cast 5 times on 5 different units
   
Made in gb
Regular Dakkanaut





Magnus smite is cool. I have no need to worry about psychic restrictions as I never play matched and never will with TS


Magnus smite is cool.


Magnus is scary in 8th.


Magnus is a tank


Magnus hits like a truck, moves 14 and can move 14 again.


Magnus is a lot of fun



Automatically Appended Next Post:
Hehe



Automatically Appended Next Post:
Magnus smite is cool. I have no need to worry about psychic restrictions as I never play matched and never will with TS


Magnus smite is cool.


Magnus is scary in 8th.


Magnus is a tank


Magnus hits like a truck, moves 14 and can move 14 again.


Magnus is a lot of fun

This message was edited 2 times. Last update was at 2017/06/10 23:23:24


 
   
Made in ca
Automated Rubric Marine of Tzeentch





crouching lictor wrote:
What do you guys think of Smite? The ability to deal mortal wounds seems pretty powerful and there are cheap options for spamming psykers to cast the power.


Well I didn't realize the Imperium had the best psykers in the game. Astropaths are 15 points they roll 1 die to cast smite (they can never perils) and have a 33% chance at casting if you fill Chimeras with 12 Astropaths you can fill 7 Chimeras and have points left over. So 86 Astropaths with a .33 rate is about your going to average 29 castings averaging 2 wounds (yes they get the normal smite) means 58 wounds per turn with just the smite unfortunately thier only armed with laspistols so they will probably kill everything inside their range for shooting but the 7 Chimeras would still have Lasgun Arrays and multilasers could be fun.

 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

What army can crank out the most smites in a game?
Which army has the cheapest smite spam?

Psykers that roll 2d6 for smite have a 83.33% of getting it off (5/6). 1d6 psykers havea 33% of getting the power off, making the 2d6 psykers 2.5 times at effective at getting the power off.

This means to get the same effect as a 2d6 psyker, you would need 37.5 points of astropaths.

Is there another good way to run this and protect the smiters?
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

20 points of Brimstone Horrors get a 1d6 Smite.

23 if you want a Blue in there to not lose a model every time you smite.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Suicide run your Psyker into enemy clusters and hope for perils.
Would you be better served with Terminator Armour or a Jump Pack...?

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Automated Rubric Marine of Tzeentch





 labmouse42 wrote:
What army can crank out the most smites in a game?
Which army has the cheapest smite spam?

Psykers that roll 2d6 for smite have a 83.33% of getting it off (5/6). 1d6 psykers havea 33% of getting the power off, making the 2d6 psykers 2.5 times at effective at getting the power off.

This means to get the same effect as a 2d6 psyker, you would need 37.5 points of astropaths.

Is there another good way to run this and protect the smiters?


Most 2d6 psykers come in at 45 points at least. You pay 45 points for a chance at 3 smites and a higher chance of 1 regular smite not to mention 9 wounds.

 
   
Made in ca
Grovelin' Grot Rigger





canada

As an ork player I am really thinking about making this addition to my army. I currently have all of 1 weirdboys, but that's the only obstacle

Ork Weirdboys at 62 pts each, are HQ's and benefit from the Waaagh energy of nearby boys. +1 to their 2D6 psychic roll for every 10 friendly <ORK> models within 10 inches.

10 inches is a big radius, and I can fit a lot of models into that space now, with no fear of templates.
Smite spam, in this new edition, is made for the ork army

And, indeed, every single model in my faction has the keyword for this ability, including grots. so if I can get 90 models into a 20 inch diameter blob, and engage opponents with it, I can get every smite dealing D6 mortal wounds.

A weirdmob, stacked heavily with huge ork boy mobs, and centered around a weird council of shaman ork priests is a powerful army indeed. Footslogging orks can shuffle about pretty quick, weirdboyz can cast Da Jump allowing for teleportation of ork units, I can defend my backfield with infantry, have weirdboyz in position to reinforce the frontlines, and move up, I can jump out of combat or redeploy - in fact Da Jump is probably the main reason that spamming psychic powers is limited to smite, otherwise every game vs orks would be 9 da jumps and 50% of the units immediately assaulting. Ere we go makes that 9 inch assault pretty reasonable.
As it stands a combo of Da Jump and Warpath makes it possible to quickly shift the strength of the army a great deal in a hurry, which is one of the problems with hordes (distribution).

Powerklaws got cheaper so a nucleus of powerklaw nobs hiding in big boy units, powerklaws dropping out of the sky on rokkit packs or bursting out of some shrubs with a kommando unit, powerklaw painboys and weirdboy staff wielding super smite dropping weirdboys is a lot of fun for me as an old git!

at 2000 pts I can get something to the effect of 6 weirdboys a warboss, a KFF mek, a Waaagh Banner Nob, 2 Painboyz, 2 Runtherdz, 120 Boyz with PK nobz, 40 Grotz, 5 Kommandos with Pk Nob, 3x5 Stormboyz with PK Nobz, and 3 Traktor Kannonz to reach up into the sky - also 11 CP makes it pretty well possible to keep the party jumpin. Painboyz with a grot orderly are remarkably effective at doing their job keep a 4 wound weirdboy from succumbing to the warp too quick while also contributing to the horde units.

Orks also have access to a legit weirdboy model and 5 or 6 very cool looking warhammer sigmar orc shaman type models, and nothing says well thought out spam opportunities like that.

Gargazz Wuz 'Ere 
   
Made in it
Longtime Dakkanaut





Gargazz wrote:
As an ork player I am really thinking about making this addition to my army. I currently have all of 1 weirdboys, but that's the only obstacle

Ork Weirdboys at 62 pts each, are HQ's and benefit from the Waaagh energy of nearby boys. +1 to their 2D6 psychic roll for every 10 friendly <ORK> models within 10 inches.

10 inches is a big radius, and I can fit a lot of models into that space now, with no fear of templates.
Smite spam, in this new edition, is made for the ork army

And, indeed, every single model in my faction has the keyword for this ability, including grots. so if I can get 90 models into a 20 inch diameter blob, and engage opponents with it, I can get every smite dealing D6 mortal wounds.

A weirdmob, stacked heavily with huge ork boy mobs, and centered around a weird council of shaman ork priests is a powerful army indeed. Footslogging orks can shuffle about pretty quick, weirdboyz can cast Da Jump allowing for teleportation of ork units, I can defend my backfield with infantry, have weirdboyz in position to reinforce the frontlines, and move up, I can jump out of combat or redeploy - in fact Da Jump is probably the main reason that spamming psychic powers is limited to smite, otherwise every game vs orks would be 9 da jumps and 50% of the units immediately assaulting. Ere we go makes that 9 inch assault pretty reasonable.
As it stands a combo of Da Jump and Warpath makes it possible to quickly shift the strength of the army a great deal in a hurry, which is one of the problems with hordes (distribution).

Powerklaws got cheaper so a nucleus of powerklaw nobs hiding in big boy units, powerklaws dropping out of the sky on rokkit packs or bursting out of some shrubs with a kommando unit, powerklaw painboys and weirdboy staff wielding super smite dropping weirdboys is a lot of fun for me as an old git!

at 2000 pts I can get something to the effect of 6 weirdboys a warboss, a KFF mek, a Waaagh Banner Nob, 2 Painboyz, 2 Runtherdz, 120 Boyz with PK nobz, 40 Grotz, 5 Kommandos with Pk Nob, 3x5 Stormboyz with PK Nobz, and 3 Traktor Kannonz to reach up into the sky - also 11 CP makes it pretty well possible to keep the party jumpin. Painboyz with a grot orderly are remarkably effective at doing their job keep a 4 wound weirdboy from succumbing to the warp too quick while also contributing to the horde units.

Orks also have access to a legit weirdboy model and 5 or 6 very cool looking warhammer sigmar orc shaman type models, and nothing says well thought out spam opportunities like that.


1) Necromancy runs powerful in you

2) Don't do that, comes March smite spam will be unfeasible due to the psychic focus rule change.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

All the +1s from the nearby Orks could make that the best smite spam standing after the beta nerf.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Norn Queen






If you roll above 12 you perils. Too many orks near by practically guarantees you peril


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in it
Longtime Dakkanaut





Modifiers apply to peril?
Are you telling me that Shadow in the warp increases chances of peril?
   
Made in us
Longtime Dakkanaut





Connecticut

No, he's wrong. Perils is literally only double 1 or double 6, not < 2 , > 12.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in dk
Longtime Dakkanaut




 Cephalobeard wrote:
No, he's wrong. Perils is literally only double 1 or double 6, not < 2 , > 12.


It is explicitly stated that Weirdboyz perils with a result of 12+. This is to counterbalance that they can easily get a very high casting bonus, because they get +1 for every 10 Orks within 10". For that reason Weirdboyz are often accompanied by painboyz that can fix them up whenever they peril. Earlier in 8th before people had learned to smite-screen properly the wyrdboy conclave was pretty strong, and it was not uncommon to run 6-8 Weirdboyz. And they would most likely peril once or twice each.
   
Made in us
Longtime Dakkanaut





Connecticut

I wasn't aware you were speaking specifically about Orks. The first sentence appeared to very much be a general statement.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Norn Queen






Spoletta wrote:Modifiers apply to peril?
Are you telling me that Shadow in the warp increases chances of peril?


No. Wierdboyz have a specific rule that gives new criteria for perils.

Cephalobeard wrote:No, he's wrong. Perils is literally only double 1 or double 6, not < 2 , > 12.


Perils is normally doubles 1s or double 6s. See above.

Cephalobeard wrote:I wasn't aware you were speaking specifically about Orks. The first sentence appeared to very much be a general statement.


We were talking about orks, and specifically about wierdboyz using piles of orks to guarantee big smites. My answer was a response to that.

This message was edited 1 time. Last update was at 2017/12/27 17:42:37



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut





Connecticut

Yes, yes, reading comprehension, etc.

In a NORMAL CIRCUMSTANCE, Perils is strictly double 1s or 6s, as we've clarified. Specific rules in their instances can overrule that.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in ca
Grovelin' Grot Rigger





canada

I think it's cool, conceptually, for orks.

They are able to harness enormous energies, much like their tanks: firing shells too big for da gun. Orks die, but that just spreads their spores. Their tanks rust and fall apart but it just creates more bitz and scrap for even more tanks!
And tuning into the Waaagh energies can release the latent psychic potential of every boy creating more weirdboyz!

Any boy that'z weird lookin, can be a weirdboy.

War does not weaken da orkz, it only makes them stronger!

Orks are so ingenious they can patch up and fix up even the degrading powers of the warp. The powers that turn the emperor into a dessicated skeleton might melt a few weirdboyz but the dok can inject them with a vile brew of medicine and they keep going. Indeed being fueled by pain drugs and held together with cybernetic bitz is part of the normal ork lifecycle - makes da ork grow big n strong! Not like oomies hidin from perils.

The Imperium wants to claim that it is the norm, it is the baseline of power in the galaxy - but Oomies are weak and pink, their empire is collapsing under it's own weight, they get cooked by cosmic radiations and can't even survive in a vacuum! They can't survive in da universe, not like Da Orkz. Orkz are the only true indigenous life form of the 41st millenium and the dominate form of life in Da Universe.
Made to fight n win.

This message was edited 1 time. Last update was at 2017/12/27 22:10:16


Gargazz Wuz 'Ere 
   
 
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