Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/05/27 10:53:31
Subject: Rune priests in 7th
|
 |
Slippery Scout Biker
East Wenatchee, WA
|
i went down to my local shop today for my first game with the new ed. and first off i will say invisibility is glorious. A 9 man stern guard squad and tiger able to take on a hive tyrant and and mawloc without losing a single wound. just after i psychic shrieked his winged tyrant for four wounds, first blood, and warlord; makes me feel preeeetty good about SM in the new edition. Glorious. Makes a high point drop pod squad insanely more survivable then they have been.
We got into talking about how well some powers were working, especially with having more charges on your side, and got onto my rune priests and how they work in this edition. Once i got to thinking about it, their powers dont have a cost like the new ones do or say the eldar codex, besides it saying you take two powers and as a lvl one psyker cast one, unless you are master of the runes and get lvl two. has there been any explanation for it in this edition yet or should i assume as they are, they all cost one warp charge since a lvl one priest can cast one of them? Cause living lightning and jaws i could definitely see as being two charges. Im leaning toward the latter cause i think that may have been covered in the 6th ed faq but i dont think that works anymore. So i need some help
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/07/27 22:12:42
Subject: Rune priests in 7th
|
 |
Servoarm Flailing Magos
|
Yeah, they forgot to mention this. Needs a FAQ, hopefully they'll deign to give us one.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/01/01 13:20:33
Subject: Rune priests in 7th
|
 |
Speedy Swiftclaw Biker
Fenris
|
Ive been wondering the same, hopefully this gets figured out fast
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 13:22:47
Subject: Rune priests in 7th
|
 |
Sergeant
Darlington
|
The only change I can see until the FAQ is out is that you would use the Space Wolves powers in the Psychic Phase now rather than at other times
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 13:27:36
Subject: Re:Rune priests in 7th
|
 |
Dakka Veteran
|
Not to mention the massive power negators that are the runeweapons. 50-50 chance to shut down a power with no dice required.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 13:28:38
Subject: Re:Rune priests in 7th
|
 |
Sergeant
Darlington
|
xxvaderxx wrote:Not to mention the massive power negators that are the runeweapons. 50-50 chance to shut down a power with no dice required.
Seems fair to me
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 13:32:18
Subject: Re:Rune priests in 7th
|
 |
Servoarm Flailing Magos
|
xxvaderxx wrote:Not to mention the massive power negators that are the runeweapons. 50-50 chance to shut down a power with no dice required.
I am blissfully ignorant about the wolves, but I have a friend that plays them, so this interests me. Would you mind explaining why the runeweapons can do this?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 13:55:15
Subject: Rune priests in 7th
|
 |
Sinewy Scourge
|
It's the "runic weapon" rule. 4+ to dispel within a certain range, I believe.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 15:11:08
Subject: Rune priests in 7th
|
 |
Stone Bonkers Fabricator General
|
AesSedai wrote:It's the "runic weapon" rule. 4+ to dispel within a certain range, I believe.
2 feet.
The best way I can think of to shut down the Daemon Factory is a rune priest in a drop pod full of wound catchers.
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 15:20:00
Subject: Rune priests in 7th
|
 |
Sergeant
Darlington
|
Exergy wrote: AesSedai wrote:It's the "runic weapon" rule. 4+ to dispel within a certain range, I believe.
2 feet.
The best way I can think of to shut down the Daemon Factory is a rune priest in a drop pod full of wound catchers.
Wound catchers? You malign one of the best infantry units in the game. Grey Hunters rock. Drop the Rune Priests in a pod of Grey Hunters and watch those little demons go bye-bye, especially in a pod with a Missile Launcher. Maybe even load up some of the priests with Santic powers?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 15:24:48
Subject: Rune priests in 7th
|
 |
Regular Dakkanaut
|
Totally go for it. It's the rules as written.
If all the Daemon armies can run their summonings and if GKs are mostly screwed out of sanctic (only a few of their guys can roll for powers), then ancient codex Runepriests that break the backs of sorcerers are just as fair.
|
The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 15:26:17
Subject: Rune priests in 7th
|
 |
Stone Bonkers Fabricator General
|
PotentiallyLethal wrote: Exergy wrote: AesSedai wrote:It's the "runic weapon" rule. 4+ to dispel within a certain range, I believe.
2 feet.
The best way I can think of to shut down the Daemon Factory is a rune priest in a drop pod full of wound catchers.
Wound catchers? You malign one of the best infantry units in the game. Grey Hunters rock. Drop the Rune Priests in a pod of Grey Hunters and watch those little demons go bye-bye, especially in a pod with a Missile Launcher. Maybe even load up some of the priests with Santic powers?
and watch them perils to death? You want to keep the rune priest alive as long as possible, with the amount of dice the daemon factory has to dispell, I am not sure you want to try to manifest any powers.
Grey hunters do rock, and killing some of the horrors is nice, but first and formost you need to prevent the factor from summoning more. If you can drop and kill a bunch of horrors, but then are shot/assaulted and next turn the daemon player is back at adding another 500 points of daemons to his list you have failed. Far better to place yourself defenisvely, take some pot shots maybe, but keep the summoning to a minimum.
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 16:32:12
Subject: Rune priests in 7th
|
 |
Nihilistic Necron Lord
The best State-Texas
|
Aaaaand it's gone!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 16:35:35
Subject: Rune priests in 7th
|
 |
Sergeant
Darlington
|
Far better to place yourself defenisvely, take some pot shots maybe, but keep the summoning to a minimum.
Please explain defensive? Only ever played Space Wolves and Blood Angels and have no idea what that word means
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 16:36:43
Subject: Rune priests in 7th
|
 |
Regular Dakkanaut
|
This is what happens when you invest in a dwarf bank.
|
The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 16:48:10
Subject: Rune priests in 7th
|
 |
Enginseer with a Wrench
|
The SW psychic powers no longer exist...... they have been FAQ'd into oblivion...
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:19:26
Subject: Rune priests in 7th
|
 |
Stone Bonkers Fabricator General
|
well the only thing stopping the Daemon factory is gone!
The king is dead, all hail the new king
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:21:40
Subject: Rune priests in 7th
|
 |
Speedy Swiftclaw Biker
Fenris
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:22:06
Subject: Rune priests in 7th
|
 |
Stone Bonkers Fabricator General
|
PotentiallyLethal wrote: Far better to place yourself defenisvely, take some pot shots maybe, but keep the summoning to a minimum.
Please explain defensive? Only ever played Space Wolves and Blood Angels and have no idea what that word means 
doesnt matter, was only trying to stop the endless spawning of daemons that will now stomp all before it. Now that rune priests runic weapons no longer just deny on 4+ without dispell dice, there is no point in trying to keep them alive to stop daemonic summons.
Now it's just drop pod or DoA in and try and kill as many pink horrors as you can first second turn before they summon 300 more and you get swarmed. Rune Priest is now probably best on the sideline to get his +1 dispel attempt or not taken at all.
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:22:51
Subject: Rune priests in 7th
|
 |
Speedy Swiftclaw Biker
Fenris
|
Njal Stormpuppy wrote:http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer- 40k/7th- faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay
Did we just fuckin lose our own Psychic powers?
I dont have my dex on hand, someone has to look at this and let me know if we've lost our powers
|
This message was edited 1 time. Last update was at 2014/05/27 17:25:08
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:23:48
Subject: Rune priests in 7th
|
 |
Stone Bonkers Fabricator General
|
Njal Stormpuppy wrote: Njal Stormpuppy wrote:http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer- 40k/7th- faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay
Did we just fuckin lose our own Psychic powers?
and so much more
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:25:16
Subject: Rune priests in 7th
|
 |
Veteran Wolf Guard Squad Leader
DC Metro
|
Njal Stormpuppy wrote: Njal Stormpuppy wrote:http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer- 40k/7th- faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay
Did we just fuckin lose our own Psychic powers?
Yes, you did. The Wolves and Blood Angels lost their unique psychic powers. Blood Angels lost their Fast transports, Fast Vindicators, Fast Whirlwinds, and Fast Predators, and Rune Priests are now strictly inferior to Wolf Tail Talismans.
Honk if you like 60 Grey Hunters in Drop pods, led by a Bear Lord and a bunch of combi-toting Wolf Guard.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:35:05
Subject: Re:Rune priests in 7th
|
 |
Dakka Veteran
|
Yup scratch that, runepriests got faqed into oblivion.
The only thing still worth anyting in the codex are the gray hunters.
|
This message was edited 1 time. Last update was at 2014/05/27 17:35:44
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:35:41
Subject: Rune priests in 7th
|
 |
Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
|
Njal Stormpuppy wrote: Njal Stormpuppy wrote:http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer- 40k/7th- faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay
Did we just fuckin lose our own Psychic powers?
I dont have my dex on hand, someone has to look at this and let me know if we've lost our powers
Ha ha ha. You think that's bad? Look at BA  . They lost their spells and all but the baal predator lost fast.
|
2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:39:27
Subject: Rune priests in 7th
|
 |
Dakka Veteran
|
StarTrotter wrote: Njal Stormpuppy wrote: Njal Stormpuppy wrote:http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer- 40k/7th- faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay
Did we just fuckin lose our own Psychic powers?
I dont have my dex on hand, someone has to look at this and let me know if we've lost our powers
Ha ha ha. You think that's bad? Look at BA  . They lost their spells and all but the baal predator lost fast.
To be honest runepriest and gray hunter were the only 2 things worth anything in the entire codex, hunters are the only thing left.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:40:45
Subject: Rune priests in 7th
|
 |
Regular Dakkanaut
|
Just to recap what happened here:
Daemons got buffed, everyone else got nerfed horribly, and Daemon Factory was something people thought might be a problem.
|
The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:48:13
Subject: Rune priests in 7th
|
 |
Tzeentch Aspiring Sorcerer Riding a Disc
The darkness between the stars
|
Kyutaru wrote:Just to recap what happened here:
Daemons got buffed, everyone else got nerfed horribly, and Daemon Factory was something people thought might be a problem.
? How so? Overall it seems GK, Eldar, Necrons, SM, and IG all either stayed the same or got a slight buff, Tau seem to have only slightly gotten nerfed (no more buffmanders), and Chaos Daemons got about 50% nerfed but possibly 50% buffed with maybe an overall nerf or not. CSM and the others overall seem to have gotten a nerf with exceptions like dakka tyrants getting better but at the expense of many other things being worth it.
|
2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:49:19
Subject: Rune priests in 7th
|
 |
Dakka Veteran
|
StarTrotter wrote:Kyutaru wrote:Just to recap what happened here:
Daemons got buffed, everyone else got nerfed horribly, and Daemon Factory was something people thought might be a problem.
? How so? Overall it seems GK, Eldar, Necrons, SM, and IG all either stayed the same or got a slight buff, Tau seem to have only slightly gotten nerfed (no more buffmanders), and Chaos Daemons got about 50% nerfed but possibly 50% buffed with maybe an overall nerf or not. CSM and the others overall seem to have gotten a nerf with exceptions like dakka tyrants getting better but at the expense of many other things being worth it.
I want some of what you are smoking.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 17:56:52
Subject: Rune priests in 7th
|
 |
Longtime Dakkanaut
|
Even with the loss of book powers, it looks like Njal at least got a slight buff. His lightning attack isn't psychic (so no DtW) and lets you target a specific model without having to worry about Precision Shots. Granted, it's AP -, but it's something.
Along with his Staff giving +2 to DtW, I guess. I mean, regular ML2 Rune Priests are only +1 less than he is...
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/27 18:00:18
Subject: Rune priests in 7th
|
 |
Dakka Veteran
|
streamdragon wrote:Even with the loss of book powers, it looks like Njal at least got a slight buff. His lightning attack isn't psychic (so no DtW) and lets you target a specific model without having to worry about Precision Shots. Granted, it's AP -, but it's something.
Along with his Staff giving +2 to DtW, I guess. I mean, regular ML2 Rune Priests are only +1 less than he is...
You do know he is 250 points right?. Tigurius is lvl 3 gets to reroll all his casting attempts and is 165 points. Ezequiel is lvl 3 gets an extra power and is 150ish.
|
|
 |
 |
|