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Made in us
Dakka Veteran




So what does everyone choose from for their psychers? I love pyromancy, and find it overlooked. It seems most people favor blessings as force multipliers. What disciplines do other players take, and why? Sure, the primaris for pyromancy is rather lackluster, especially since we have so many chaos specific offensive powers already, but the other powers from the discipline all rock. Especially on a nurgle sorceror in terminator armor.
   
Made in ru
!!Goffik Rocker!!






It's generally Telepathy, Biomancy and Malefic/Sanctic.

This message was edited 1 time. Last update was at 2015/02/27 07:07:25


 
   
Made in hu
Dakka Veteran




 koooaei wrote:
It's generally Telepathy, Biomancy and Malefic/Sanctic.


Are the god specific powers any good?
   
Made in ru
!!Goffik Rocker!!






Slaanesh has fine powers with the best primaris out of the three and is not so bad overall. Tzeench has one good power - s8 ap1 18' beam. But the other Tzeenchian powers are quite underwhelming. Nurgle is mediocre.

But to be honest, things that telepathy, biomancy and summoning provide heavilly outweight csm god powers. So, you're generally better off with an unmarked sorc. Unless you're going for a beatstick t5/6 nurgle sorc, really want that 3++ with MoT or want a steed of slaanesh to outflank a squad.

This message was edited 2 times. Last update was at 2015/02/27 09:25:59


 
   
Made in nl
Lesser Daemon of Chaos






Groningen, The Netherlands

Most of my lists have multiple mark-less Sorcerers. Unless I have an allied detachment of Daemons as well I often roll 2xBiomancy 1xMalefic on one Sorcerer and 2xTelepathy and 1xMalefic on the other. That way both can summon a unit in a punch. Those summoned units can then summon the rest of the game.

In lists that have some Daemonic presence from the get go, one Sorcerer has full Biomancy and the other full Telepathy. The latter gets replaced by Be'lakor in some lists.

What I'm looking for in order of significance: to me 1. Endurance and 2. Enfeeble are awesome while 3. Iron Arm on a Sorcerer on a Bike can be a great tool. 4. Life Leech can be used to regain wounds after Perils.
Telepathy is mostly for 1. Shrouded, 2. Invisibility and 3. Psychic Shriek. 4. Terrify can be situationally very usefull.
In Malefic you are looking for 1. Summoning, 2. Sacrifice and 3. Cursed Earth (also buffs Obilterators, Maulerfiends etc.)

The CSM specific powers are meh in comparison. That is why I like my Sorcerers unmarked. The only exception I'd use is the Flying DP of Nurgle. You have to take one Plague power next to Biomancy rolls. They are mildly usefull.

Cilithan

Fiery the angels fell; deep thunder rolled around their shores; burning with the fires of Orc.

Armies:
Daemons: 5000+ points
CSM/Black Legion: 5000+ points
Deathwatch/Knights: 5000 points
 
   
Made in ru
!!Goffik Rocker!!






Yep, basically, you take god powers when you have to. They're not plain worthless - just worse than other powers.

This message was edited 1 time. Last update was at 2015/02/27 14:04:51


 
   
Made in gb
Lord of the Fleet






London

I've had great success with the Nurgle powers, especially Weapon Virus. Being able to give an enemy unit Gets Hot on all his weapons is pretty sweet: I've had a guy not use his Grav-Cents for the entire game due to this power (even though the odds of overheating and failing a save are pretty slim, it's a nice deterrent).
   
 
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