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![[Post New]](/s/i/i.gif) 2018/02/01 15:59:12
Subject: Re:Thousand sons codex rumors!
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Decrepit Dakkanaut
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Zhan wrote:
And both of you prove my point. Psychic phase is only an addendum to shooting/assault. As support tool for rest of the game. Not at all what was said/implemented with the release of the TS in the 7th edition.
If I had known they would make psykers units into support units for I would never started a TS army.
So yeah I feel cheated by GW in this. They got their money in 6 months and then killed it off. Go buy tzaangors to help with shooting/assault so you can what every other army does.
Sure, 7th had a bunch of dakka spells and those were handy for weak units, but opponents could also stop them without being within 18". The phase is simply different and serves a different role. Now psykers handle the big stuff instead of being relegated to chaff clearing. It sounds like you want the psychic phase to be a shooting phase again.
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This message was edited 2 times. Last update was at 2018/02/01 16:00:27
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![[Post New]](/s/i/i.gif) 2018/02/01 16:31:37
Subject: Re:Thousand sons codex rumors!
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Fresh-Faced New User
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Yeah, psychic powers were never a support tool for the rest of the game in 7th no sir. Everyone took the powers that allowed you to use your psykers as direct damage units and made their entire army out of psykers - Pyromancy powers, Smite, Doombolt - I can't count the number of times I passed up crap support powers like Invisibility, Iron Arm, Warp Speed and other garbage like that to get my psykers the offensive punch they needed.
Tell me how much support powers there was in the tzeentch and TS powers list. And yeah forgive me for trying to play a TS army as described in the fluff.
Or trying to make other powers work instead of trying to abuse the same OP ones every single game.
Daedalus81 wrote:
Sure, 7th had a bunch of dakka spells and those were handy for weak units, but opponents could also stop them without being within 18". The phase is simply different and serves a different role. Now psykers handle the big stuff instead of being relegated to chaff clearing. It sounds like you want the psychic phase to be a shooting phase again.
I've never said the 7th edition psychic phase wasn't full of flaws. But at least it allowed me to play TS as in the fluff.
Psychic phase was more then just shooting but yes for TS the psychic phase was their "shooting" phase
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![[Post New]](/s/i/i.gif) 2018/02/01 17:00:40
Subject: Re:Thousand sons codex rumors!
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Decrepit Dakkanaut
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Zhan wrote:
Yeah, psychic powers were never a support tool for the rest of the game in 7th no sir. Everyone took the powers that allowed you to use your psykers as direct damage units and made their entire army out of psykers - Pyromancy powers, Smite, Doombolt - I can't count the number of times I passed up crap support powers like Invisibility, Iron Arm, Warp Speed and other garbage like that to get my psykers the offensive punch they needed.
Tell me how much support powers there was in the tzeentch and TS powers list. And yeah forgive me for trying to play a TS army as described in the fluff.
Or trying to make other powers work instead of trying to abuse the same OP ones every single game.
Daedalus81 wrote:
Sure, 7th had a bunch of dakka spells and those were handy for weak units, but opponents could also stop them without being within 18". The phase is simply different and serves a different role. Now psykers handle the big stuff instead of being relegated to chaff clearing. It sounds like you want the psychic phase to be a shooting phase again.
I've never said the 7th edition psychic phase wasn't full of flaws. But at least it allowed me to play TS as in the fluff.
Psychic phase was more then just shooting but yes for TS the psychic phase was their "shooting" phase
You still seem focused on defining TS by some other factor that is not tied to the fluff. We ARE the army bringing the most psykers and flinging tons of spells with the most flexibility barring Eldar. The majority of armies out there bring one psyker or less.
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![[Post New]](/s/i/i.gif) 2018/02/01 17:24:21
Subject: Thousand sons codex rumors!
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Regular Dakkanaut
Japan
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As Ahriman says in the fluff; "Astartes first, Psykers second."
Also, when I'm piecing together an ork list I have to consciously think about adding psykers, when making a D-Angel list I often leave psykers out, when building a 1ksons list I end up with 6+(!!) by default. I think we still have quite a bit of psychic supremacy.
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![[Post New]](/s/i/i.gif) 2018/02/01 17:51:04
Subject: Thousand sons codex rumors!
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Fresh-Faced New User
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wana10 wrote:As Ahriman says in the fluff; "Astartes first, Psykers second."
Also, when I'm piecing together an ork list I have to consciously think about adding psykers, when making a D-Angel list I often leave psykers out, when building a 1ksons list I end up with 6+(!!) by default. I think we still have quite a bit of psychic supremacy.
Yes he says this PRE burning of Prospero. Thats the difference between 40k and 30k TS. In 30k they still use guns/ cc weapons (See 30k TS tabletop). After transporting into the eye they focus solely on psychic powers. That's why only "the dead" rubrics are carrying guns now.
I will shut up now i dont want to keep this discussion solely on what I think but let me ask you: why do you play "thousand sons" when the goal is to super charge units to perform better in shooting/assault? Why not just play tau if you enjoy the shooting stuff or play khorne daemons if you like to murder in CC and have those stats baseline?
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![[Post New]](/s/i/i.gif) 2018/02/01 17:56:14
Subject: Thousand sons codex rumors!
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Ship's Officer
London
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Zhan wrote: wana10 wrote:As Ahriman says in the fluff; "Astartes first, Psykers second."
Also, when I'm piecing together an ork list I have to consciously think about adding psykers, when making a D-Angel list I often leave psykers out, when building a 1ksons list I end up with 6+(!!) by default. I think we still have quite a bit of psychic supremacy.
Yes he says this PRE burning of Prospero. Thats the difference between 40k and 30k TS. In 30k they still use guns/ cc weapons (See 30k TS tabletop). After transporting into the eye they focus solely on psychic powers. That's why only "the dead" rubrics are carrying guns now.
I will shut up now i dont want to keep this discussion solely on what I think but let me ask you: why do you play "thousand sons" when the goal is to super charge units to perform better in shooting/assault? Why not just play tau if you enjoy the shooting stuff or play khorne daemons if you like to murder in CC and have those stats baseline?
Historically (and currently in the case of Eldar) the answer to that question is because the psychic army was better at shooting than Tau* and/or better in cc than khorne daemons.
*Not a fair comparison I realise. Pretty much everyone, perhaps including khorne daemons if they put their minds to it, can outshoot Tau right now.
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![[Post New]](/s/i/i.gif) 2018/02/01 20:29:04
Subject: Thousand sons codex rumors!
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Regular Dakkanaut
Japan
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Zhan wrote: wana10 wrote:As Ahriman says in the fluff; "Astartes first, Psykers second."
Also, when I'm piecing together an ork list I have to consciously think about adding psykers, when making a D-Angel list I often leave psykers out, when building a 1ksons list I end up with 6+(!!) by default. I think we still have quite a bit of psychic supremacy.
Yes he says this PRE burning of Prospero. Thats the difference between 40k and 30k TS. In 30k they still use guns/ cc weapons (See 30k TS tabletop). After transporting into the eye they focus solely on psychic powers. That's why only "the dead" rubrics are carrying guns now.
I will shut up now i dont want to keep this discussion solely on what I think but let me ask you: why do you play "thousand sons" when the goal is to super charge units to perform better in shooting/assault? Why not just play tau if you enjoy the shooting stuff or play khorne daemons if you like to murder in CC and have those stats baseline?
Isn't this the point of 4 of the 5 cults? The Pyrae were the exception rather than the norm. The Corvidae, Athanaen, Pavoni, and Raptora were all about manipulating events to better their martial abilities. Divine the future to know where to shoot before the enemy is there, throw up kine shields to prevent damage to your brethren from enemy attacks, increase your physical abilities to a razors edge to get over your opponents in battle, etc. The 1ksons aren't always going to be better than their enemy in whatever aspect of combat but when the situation calls for it they can use the psychic abilities to bridge the gap and surpass their enemy.
And I play 1ksons to kill Space Wolves.
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![[Post New]](/s/i/i.gif) 2018/02/02 01:53:40
Subject: Thousand sons codex rumors!
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Liche Priest Hierophant
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So, are the beasts just creatures with magical bows? Heavy bolter bows?
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![[Post New]](/s/i/i.gif) 2018/02/03 14:38:21
Subject: Re:Thousand sons codex rumors!
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Missionary On A Mission
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Could someone please explain to me how you use the Vortex Beasts power?
From what I can see it's like this:
1: Roll higher than 1 on a D6
2:: Roll higher than 1 on a D6
3: Roll higher than 1 on a D6
4: Roll higher than 1 on a D6
5: Roll higher than 1 on a D6
6: Roll higher than 1 on a D6
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![[Post New]](/s/i/i.gif) 2018/02/03 14:42:42
Subject: Thousand sons codex rumors!
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Longtime Dakkanaut
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Yep, each time you use a power, either randomly or choosing two, you need to roll a d6. If it's higher than the number listed, it's successful. If it's hurt, you need a 3 or even a 4 or higher to succeed.
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![[Post New]](/s/i/i.gif) 2018/02/03 14:51:24
Subject: Thousand sons codex rumors!
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Missionary On A Mission
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nintura wrote:Yep, each time you use a power, either randomly or choosing two, you need to roll a d6. If it's higher than the number listed, it's successful. If it's hurt, you need a 3 or even a 4 or higher to succeed.
Oh, I'm paint retarder. Didn't see the bracket on the Damage table. It's determined by how many wounds the thing has left.
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![[Post New]](/s/i/i.gif) 2018/02/03 15:48:05
Subject: Re:Thousand sons codex rumors!
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Regular Dakkanaut
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Believe this was asked a few pages back, and I didn't see an answer.
Does the 1ksons DP allow reroll 1s for Tzeentch Demons or just 1k sons units?
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![[Post New]](/s/i/i.gif) 2018/02/03 15:53:41
Subject: Re:Thousand sons codex rumors!
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[DCM]
Tzeentch's Fan Girl
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Breazeal wrote:Believe this was asked a few pages back, and I didn't see an answer.
Does the 1ksons DP allow reroll 1s for Tzeentch Demons or just 1k sons units?
Tzzentch Daemons and Thousand Sons.
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![[Post New]](/s/i/i.gif) 2018/02/03 16:03:05
Subject: Thousand sons codex rumors!
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Longtime Dakkanaut
Las Vegas
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Zhan wrote:
Yes he says this PRE burning of Prospero. Thats the difference between 40k and 30k TS. In 30k they still use guns/ cc weapons (See 30k TS tabletop). After transporting into the eye they focus solely on psychic powers. That's why only "the dead" rubrics are carrying guns now.
And what do the sorcerers carry, in addition to their force weapons, including Ahriman? Why, the same bolt pistols that they used to carry as officers and squad sergeants, back in the days before the burning of Prospero. Sure, it's a relatively minor point, but factually, it's not just "the dead" rubrics who carry guns.
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![[Post New]](/s/i/i.gif) 2018/02/03 16:24:49
Subject: Re:Thousand sons codex rumors!
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Trazyn's Museum Curator
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MadCowCrazy wrote:Could someone please explain to me how you use the Vortex Beasts power? From what I can see it's like this: 1: Roll higher than 1 on a D6 2:: Roll higher than 1 on a D6 3: Roll higher than 1 on a D6 4: Roll higher than 1 on a D6 5: Roll higher than 1 on a D6 6: Roll higher than 1 on a D6  Before using the power that was chosen, you have to roll to see if it works. The roll required is on the wound table. 2+ at full health, 3+ at around half, 4+ at around a quarter. Then you can resolve the power.
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This message was edited 1 time. Last update was at 2018/02/03 16:25:29
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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