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Made in ca
Elite Tyranid Warrior




Edmonton AB

My second and favourite army is Tyranids. I haven't picked up the new rules yet but I'm really curious; does shadows have any effect on psychic abilities deny the witch or did gw completely forget about that rule and slap the bugs in the face... again. For that matter I'm curious how the bugs fared in general with the new edition. If someone could answer in here our pm me I'd appreciate it. Might save me a bunch of money.

6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP

All points are base units with no upgrades



 
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

They didn't change it, but it still subtracts LD from psykers which hurts them if they get perils of the warp or you're playing against GKs. Don't worry, they forgot about Daemons of Tzeentch too...
   
Made in us
Thane of Dol Guldur




Its basically a slap in the face. While the leadership penalty does come into play if the opponent goes to the Perils of the Warp table, usually a leadership failure, when even applicable, just results in an auto-wound. And most (if not all?) Psykers have more than 1 wound, or are a Brotherhood of Psykers unit with many wounds to go around.

I was really expecting them to change it to give a bonus to Deny the Witch, and was dissappointed when they made no change at all.

Still, maybe this will play out on the board with greater effect than I think it will. It does give the opponent a reason not to throw too many dice into spells, especially summoning spells, due to the increasinlgy added risk of hitting PotW with every dice he adds.

This message was edited 3 times. Last update was at 2014/05/28 13:05:39


 
   
Made in us
Huge Hierodule





Louisiana

Tyranids generate a ton of psychic dice compared to most other army lists - Eldar and Chaos Daemons/GKs are probably the only ones who will have more in the psychic phase.

While the Shadow in the Warp rule doesn't specifically stop psychic powers anymore, Tyranids as a race have good defense against them -

Most of our key units are Psykers, so we get bonuses to deny the witch if we're targeted. We have lots of dispel dice, so the enemy will need to throw more dice per spell to get though us blocking it - which will result in more perils of the warp results.

It's not all doom and gloom - it's just different now.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Towering Hierophant Bio-Titan



UK

SitW doesn't directly prevent Psychic Powers from casting. That's a fluffy shame.

However it does, combined with the lethal Perils table, make psykers very vulernable to being wounded & killed. LD10 psykers go down to 50/50 odds whilst heralds, Primarius Psykers etc. are reduced further.

It will not have much effect on lower WC cost powers, but for the big-name WC3 powers, where you need (and players will invest) 7-8+ dice to gaureentee sucess, perils happens often.

Just saying.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

We have changed it to 4+ deny when psyker is in 12" of synapse, we rremoved the -3 ld penalty though
   
Made in ca
Elite Tyranid Warrior




Edmonton AB

That a quote or do you work fire gw?

6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP

All points are base units with no upgrades



 
   
Made in us
Oozing Plague Marine Terminator





One possible fix would have been to make it force re-rolls on D3 successful Warp Charge rolls.

To OP? I hate Psykers anyways!

Or hell, maybe you get like a base -3 Warp Charges or something... Maybe Force Weapons do not activate?

The Shadows in the Warp don't seem so shadowy anymore dontcha think?

This message was edited 2 times. Last update was at 2014/05/28 17:13:40


 
   
Made in ca
Elite Tyranid Warrior




Edmonton AB

I think shadows should also extend as far as synapse does (30"synapse = 30" shadows)

6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP

All points are base units with no upgrades



 
   
 
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