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![[Post New]](/s/i/i.gif) 2013/10/28 00:41:44
Subject: Deciding upon Powers
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Dakka Veteran
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About to run a mono-Tzeentch army from Daemons and I'm wondering what disciplines to roll my Princes (three of them) and my Lord of Change off of? Tzeetch gives me the guns I want, flickering fire will always be there for its added roll in anti air and light hitting, but would rolling for additinal powers like Bolt or Gateway be good? I know Biomancy is a strong contender with Iron Arm and other buffs, Telepathy also seems fun.
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![[Post New]](/s/i/i.gif) 2013/10/28 14:09:37
Subject: Re:Deciding upon Powers
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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Generally I go with;
LoC = Divination all the way. Lore of Tzeentch sucks balls on him actually because your Horrors can preform the shooting job admirably. Divination turns him into a pure buff machine and when combined with a Staff of Change + 2 Greater Rewards, turns him into a pure beatstick. (something mono-Tzeentch is in dire need of)
Princes = Bio for assault oriented princes, or else Telepathy for a more generalist/support role.
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![[Post New]](/s/i/i.gif) 2013/10/29 02:26:24
Subject: Deciding upon Powers
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Dakka Veteran
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Hm, is it not worth it to put Flickering fire on the princes/LoC for anti-flyer role?
EDIT: Also which is more helpful Bio or Telepathy?
My list would be something like so...
HQs: 605
Kairos - 300
Lord of Change, Mastery Level 3, Lesser Reward, 2*Greater Reward = 305
Troops: 270
Horrors- 90
Horrors- 90
Horrors- 90
Heavy Support: 975
Demon Prince, Tzeentch, Mastery Level 3, Wings, Power Armor, Lesser Reward, Exaulted Reward = 345
Demon Prince, Tzeentch, Mastery Level 3, Wings, Power Armor, Lesser Reward = 315
Demon Prince, Tzeentch, Mastery Level 3, Wings, Power Armor, Lesser Reward = 315
Total= 1850
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This message was edited 1 time. Last update was at 2013/10/29 02:31:48
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![[Post New]](/s/i/i.gif) 2013/10/29 08:24:16
Subject: Deciding upon Powers
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Regular Dakkanaut
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Your princes need greater gifts. Even the chance of getting the feel no pain is worth the cost. Also you should get a 2nd exalted somewhere for the glyph.
As for powers is really depends on what I am fighting. People rave about biomancy, but I rarely find it does what I need it to. If you are going against lots of MCs you will need the iron arm to take them down, but the rest of the time telepathy tends to be more useful. As for daemon lore of tzeentch, it is good to pick up the primaris if you need the shooting (AA work and breaking gunlines).
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![[Post New]](/s/i/i.gif) 2013/10/29 12:37:40
Subject: Deciding upon Powers
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Dakka Veteran
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The only way I could get points is to cheapen out the Princes. By dropping all the lessers from all, but one, and a level from each I could save enough to work it in.
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![[Post New]](/s/i/i.gif) 2013/10/29 13:04:55
Subject: Deciding upon Powers
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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arinnoor wrote:The only way I could get points is to cheapen out the Princes. By dropping all the lessers from all, but one, and a level from each I could save enough to work it in.
Princes don't want the Staff of Change anyways as it tends to hurt them when it's effect goes off. The LoC is at least T6, meaning he only wounds himself on a 5+, whereas the Princes will smack themselves on a 4+, thus making it a lot more dangerous. (especially without Greater Rewards to help soak up damage)
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![[Post New]](/s/i/i.gif) 2013/10/29 13:48:49
Subject: Deciding upon Powers
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Dakka Veteran
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Didn't realize, but is it worth the drop from lvl 3 to lvl 2?
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![[Post New]](/s/i/i.gif) 2013/10/29 14:12:36
Subject: Deciding upon Powers
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Confessor Of Sins
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No, you want as many rolls as you can get.
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![[Post New]](/s/i/i.gif) 2013/10/29 18:17:02
Subject: Deciding upon Powers
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Gavin Thorpe
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I think Psychic Disciplines should be chosen based on the opponent rather than what your army needs. If you are designing an army to rely on rolling the right spells, you are simply doing it wrong. If you don't roll up the right spells, you're stuck. Rather you are best learning which Discipline to use at which time.
F'rex:
Playing Tau, you probably want Telepathy on your Princes rather than Biomancy. This is because Puppet Master and Hallucinate are game-changing, while Invisibility, Terrify, Dominate and Scream are all fantastically useful. Unless he is packing Hammerheads, you probably don't need Iron Arm and Enfeeble isn't worth the risk of not rolling it and being left with bunk.
On the other hand, Grey Knights all but demand Biomancy because the only way you are assaulting safely is with Iron Arm. In this case it is worth the risk of rolling badly because Iron Arm will change the game.
Flickering Fire is essentially mandatory if facing enemy fliers, but if not then it becomes a choice. Similarly if your opponent relies on a deathstar unit, it's probably a good idea to roll Telepathy until you get Terrify.
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