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Made in by
Flashy Flashgitz






Got myself a unit of Khenetai and want to field them soon. The unit does`t have a lot of upgrades - artificer on the sarge, meltabombs maybe, a LR as transport. The only real question is what psykic discipline to use. Telepathy, Pyromancy and Telekinesis are garbage on them, so the choice is between Biomacy and Divination. Biomancy has the better Cult Arcana trait and some cool powers, but with ML 1 you may get something totaly worthless and the primaris, while decent, doesn't help them much. Divination, on the other hand, has a good primaris and mostly usefull powers - only ignore cover and Scryers gaze are useless, but we reroll the later anyway. Since I am usualy building my army around Ahriman I think I'm going for Divination. But what fo you think - is it better to go for Biomancy or Divination?
   
Made in gb
Longtime Dakkanaut




..biomancy And cross your fingers for a good power

DFTT 
   
Made in gb
Sneaky Lictor






Divination is never bad as the Primaris power is good, Biomancy can be lack luster but also has REALLY good powers in it. Risk / reward over reliably good really.

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Made in gb
Jealous that Horus is Warmaster





Newcastle

To be honest i see divination as the best choice for both khenetai blades and for the ammitara for the simple reason that you want to be rerolling to hit with them, i also use divination for my vets and heavy weapon squads. Divination marksman vets with asphix can re roll to hit and re roll to wound and honestly become just about silly so its a simple question of what goes with what best and how to do that without creating a force that is simply insane. The book 7 legions are currently the cream of the crop when it comes to options and abilities so at some point you have to intentionally limit yourself unless your group has a hyper competitive meta.


Automatically Appended Next Post:
Biomancy/pavoni is a fantastic choice for magnus and a good choice for units like apothecaries where they dont have the ability to cast a power but in the roll off for sweeping advance you can add 1.

This message was edited 3 times. Last update was at 2018/01/09 18:43:16


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





I'm a bit down the the blade boyz, but if I was to take them, I honestly can't see why you wouldn't roll Bio. The only bad power is Haemorrhage.
1) Iron arm makes them an unstoppable force - everyone is Str7, T7 and AP2. In a big enough squad to get that juicy attack bonus, you're going to shred almost anything you point them at short of a primarch.
2) Enfeeble lets them bully other MEQ easier as well as take on some tougher stuff on more equal footing. -1 Str and T can also come into play for piling on wounds in other combat, preventing ID to your 2W termies or just letting your shooty guys wound easier or ID nasty admech multi-wound beasties with heavy weapons or ID enemy 2W termies with plasma. Don't forget to make them roll that terrain check too, every little bit counts and watching honour guard keel over after stubbing a toe never gets old.
3) Life Leech puts wounds back onto IC's (or Achae) and 2x str6 AP2 shots isn't the worst thing to have in your back pocket.
4) Warp Speed gives them a billion attacks each at I7 and fleet, all but ensuring they make their charge. They'll still bounce off higher toughness 2+ units, but anything else is going down under volume of attacks.
5) Endurance gives them some protection and staying power, but they're still going to be a glass hammer. Still, 4+++ is never going to be bad and you can throw it on your 2W termies to make use of Eternal Warrior if they're punching on with something nasty.
6) Haemorrhage is poo. They can't all be winners.

On the other side of the coin, we have Div:
1) Foreboding is naff since you don't have guns and you're doing the charging, not being charged
2) Forewarning is a 4++ and that's rarely bad
3) Perfect Timing is naff since you've already got ignores cover on your swords
4) Precognition can be great, rr to hit an wound is always great, and rr saves will make them very annoying to shift against anything without AP3 or better, but since this is 30k, well, anything that's a real assault unit is going to punk you hard
5) Misfortune is great, especially combined with the boatload of attacks these guys come with, but it only really works against 2+ units and you generally don't want these guys fighting 2+ enemies. Really good synergy if you're taking asphyx rotor cannons elsewhere in your list though.
6) Scriers is handy if you're running reserves, but you have to be out of your transport to cast it, so unless you're out of your protective mox T1, it's not going to help you until T3 at the earliest.

Bio magnifies their strengths (lots of attacks) and helps shore up their weakness (ap2, T4 3+ save in an anti-MEQ meta) with 4/6 powers.

Div has 1 defensive power, 1 offensive power of limited use for them and 1 that's a bit of both. Prescience is better than smite more often than not, but using prescience also means you're not able to cast your other power, so it's not all upside.

Overall, I just think that you're going to let them do their job better and easier with bio rather than div.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Bounding Assault Marine



Leominster

As a Thousand Sons player I have tried to use these fellows more times then I can count and honestly they are our worst unit IMO.

They are the glass hammer to end all glass hammers and with ML 1 they have a chance of something really good. Even then, they are Marines with a 3+ save in a game that is famous for things with AP3 or better. Stick them in a dreadclaw, Land raider, Spartan or other assault transport will help but then you have a big point sink.

And to answer your question, IMO Biomancy ftw.

This message was edited 1 time. Last update was at 2018/01/12 15:41:50


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