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![[Post New]](/s/i/i.gif) 2016/04/18 04:52:02
Subject: Psychic Discipline Advice!
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Regular Dakkanaut
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Hey guys, just finished writing up a salamanders formation list, and it includes a librarius conclave. As it stands right now, I wasn't able to squeeze out too many extra points for the three of them.
I need your general advice for a witchfire/malediction based loadout. I have 25 points to spare, so I can make 1 of them a lvl 2, or give one the tome of vel'cona for guaranteed strength 9 ap1 melta beam and +1 strength on the rest of pyromancy. They'll be coming down in a drop pod with a loaded out command squad, Harath Shen, and a Chapter master loaded with artificer armour, ss, and EW to act as a tank. My defence is solid, I just want it to act like more of a bomb on the turn 1 drop by giving me a 2+ cast on a bunch of cheap witchfires to act as my split fire and knock out a few threats at a time.
What do you all recommend for disciplines? I'm open to dropping Shen to make the libbys level 2 each and flesh out other squads too, giving me 6 + d6 warp charges each turn, casting on 2s. with up to 10 powers available.
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![[Post New]](/s/i/i.gif) 2016/04/18 05:18:21
Subject: Psychic Discipline Advice!
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Fighter Ace
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Well, Pyromancy is probably the best wrt witchfires. Honestly telepathy is probably the next best choice. Get a chance for the game changing invisibility but at the very least the primaris power psychic shriek is a pretty damn scary witchfire in its own right. Don't know much about the SM powers so maybe somebody else can chime in for that. E: If you are going to do pyromancy, take the tome. S9 melta beam will still have an easier time penetrating if you're out of melta range (If you want to line up a multi vehicle shot for example.) and your primaris power flamethrower now instakills T3. You could always just switch between the two outside of a tournament to whichever would benefit you most based on your opponent.
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This message was edited 2 times. Last update was at 2016/04/18 05:53:39
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![[Post New]](/s/i/i.gif) 2016/04/18 05:19:00
Subject: Psychic Discipline Advice!
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Locked in the Tower of Amareo
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Librarius maybe.
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![[Post New]](/s/i/i.gif) 2016/04/18 05:25:21
Subject: Psychic Discipline Advice!
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Frightening Flamer of Tzeentch
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Pyro fits your fluff telepathy bio and libraries are good offense powers the new techno powers are good if you run flamers but not melta
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2000 6000 with Reaver Titan guard 2k
2500 (imperial force)
2500 (trimming down in 8th)
TS 30k at 5k points
Yes I have a problem
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![[Post New]](/s/i/i.gif) 2016/04/18 06:32:01
Subject: Psychic Discipline Advice!
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Regular Dakkanaut
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Great, thanks guys! Thats what I was thinking in general. The tome is pretty nice, and worst case scenario, if theres no tanks, its long enough I can probably peg a few models from each of a couple units with it and try to character snipe. Or am I completely wrong and beams are resolved with normal wound allocation
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![[Post New]](/s/i/i.gif) 2016/04/18 07:05:58
Subject: Psychic Discipline Advice!
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Frightening Flamer of Tzeentch
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Beams are done the same for wounds as normal shooting
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2000 6000 with Reaver Titan guard 2k
2500 (imperial force)
2500 (trimming down in 8th)
TS 30k at 5k points
Yes I have a problem
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![[Post New]](/s/i/i.gif) 2016/04/18 07:10:28
Subject: Psychic Discipline Advice!
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Fighter Ace
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The exact wording is "All units under the line (friend and foe) are hit... Each unit hit by the attack takes a number of hits equal to the number of models from that unit that are under the line."
So a unit where you can draw the line over 3 models take 3 hits, not the models individually.
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![[Post New]](/s/i/i.gif) 2016/04/18 07:25:44
Subject: Psychic Discipline Advice!
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Regular Dakkanaut
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Gotcha. I hadn't used librarians much in the past, so its never come up for me before. I think I'll run 1 with the tome on pyromancy, one on Librarius, and the other on either Fulmination or Telepathy. Fulmination only because I have a 1/3 chance of gaining some SERIOUS mobility with my firepower either through switching places with other units or moving 18", the primaris is reasonably solid considering I cast 6 heavy bolter rounds on a 2+, and the only power potentially useless is the haywire nova as its only strength 1. Against a mech army or a few bunched transports though, its golden.
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