Switch Theme:

Is Mephi still viable for a BA list? If so, with what spell tree?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in ca
Dakka Veteran





Mephi took a big hit losing his codex powers. They were how he got around & how he was able to deal with the toughest targets. Now, he is stuck footslogging (or in vehicles that ARE NOT FAST). I think this is a big hit, but there are some good psychic trees for a ML3 psycher to use.

In his case, I think telekinesis may be best because of 3 spells that augment his loses: Levitate, Telekinetic Dome (or whatever its called), and Vortex.

Levitate allows him to keep up with jump troops. Combined with regular movement and run Mephi could move a grand total of 24 inches! That is a lot of movement. It sucks that he can't charge after using it, but it allows him to keep pace and reposition. Good 1 warp charge spell. This would, of course, be combined with the dome.

The dome is like sanguine shield, but better because of its superior radius and it being an invulnerable save rather than a cover safe. It provides utility to Mephi. He can help keep his fellow BA units alive against low AP shooting. Since BA jump pack units are almost exclusively good only with plasma weapons for the beta strike, this lets them survive the counter hit a little better. Plus, its use ensures that Mephi will be close by his allies to deal with would-be threats. A way to deal with really close ones is the vortex.

The Vortex is a powerful spell. Large blast, S10, AP 1, Barrage, that can do a lot of damage. And... it is assault 1! After defending his allies & continual repositioning, mephi could drop this and charge an enemy for sure kill. Its a possibility at least.

I think this is the best tree for keeping him viable. There are other options but I just think that they don't give him what he needs: speed, utility, and killing power. But, what do you think?

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in gb
Prophetic Blood Angel Librarian




Give him biomancy and either put him in a death star (by attaching ICs to him) or give him a PimpRaven.
   
Made in ca
Dakka Veteran





He doesn't have IC so that plan is bunk unfortunately.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

I think he's grotesquely overpriced to be used as a support caster. At 150, I'd zip him around buffing other units. For 250, I expect him to be bouncing around like a Jedi, assassinating Troop choices. He doesn't have the resilience to take on anything heavy but he used to excel at killing deck chair units hiding in the opposing backfield.
   
Made in gb
Prophetic Blood Angel Librarian




 warpspider89 wrote:
He doesn't have IC so that plan is bunk unfortunately.


Doesnt matter. He is a unit. The ICs can attach to him.
   
Made in ca
Dakka Veteran





Thats why I think telekinesis gives him some chance of being good. The buffing is just to give him something to do while he gets into position to wipe out weaklings, which has always been something that people using him have had to contend with since he traditionally has only been good around turn 3-4 when he hits CC.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in gb
Prophetic Blood Angel Librarian




Here just went to get the link. I created a thread abouy mephy in a death star. Some people said it couldn't be done. Unlike most debates on dakka it was well and truley decided in the end. Check it out:
http://www.dakkadakka.com/dakkaforum/posts/list/596980.page
   
Made in ca
Dakka Veteran





Good point! Thank-you for the clarification

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in gb
Prophetic Blood Angel Librarian




No probs.
   
Made in ca
Dakka Veteran





I'm not entirely convinced that it is the best option, and it doesn't work if you want to keep within the codex, but if you are interesting in mixing together codexes it is a potentially powerful option.

I prefer telekinesis for now tho.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in gb
Prophetic Blood Angel Librarian




I'd still rather para him in from a raven. Then he can be a lethal killing machine with biomancy powers. Or just run him behind a raider the old way. With fleet for his run you're more often than not going to be making 10" a turn.

OR put him in a bunker/bastion with escape hatch. Deploy the escape hatch during deployment 12" away from your deployment zone, turn 1 disembark 6" from it and run a further (lets say) 4", thus now being only 2" from the opponents deployment zone.

This message was edited 1 time. Last update was at 2014/05/29 19:59:57


 
   
Made in ca
Dakka Veteran





Think about the levitation combo tho. You can potentially move 24 inches per turn with move + lev + fleet run.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 warpspider89 wrote:
Is Mephi still viable for a BA list?


I didnt think he was viable in 6th. He pays for his uber combat stats yet isnt good at combat. He is unlikely to actually cast many of his powers. Being ML3 and rolling some good powers he still has to cast them, which isnt guarenteed.

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++  
   
Made in gb
Prophetic Blood Angel Librarian




 warpspider89 wrote:
Think about the levitation combo tho. You can potentially move 24 inches per turn with move + lev + fleet run.


Yeh its not bad and does save on a bunker, raven or raider if you weren't going to take one.
It would be far more effective at threatening backfield shooty units compared to what I've put forward. I just like using mephy to boost the main battle line. Depends how you play him.


Automatically Appended Next Post:
 Exergy wrote:
 warpspider89 wrote:
Is Mephi still viable for a BA list?


I didnt think he was viable in 6th. He pays for his uber combat stats yet isnt good at combat. He is unlikely to actually cast many of his powers. Being ML3 and rolling some good powers he still has to cast them, which isnt guarenteed.


The slightly exciting thing now is that IF mephy does get iron arm and IF he does cast it, he now has ap2. We have waited years for this! The only reason he was ever poor in combat was against 2+ targets.

This message was edited 1 time. Last update was at 2014/05/29 20:19:23


 
   
Made in ca
Dakka Veteran





After playing around with Mephi last night, I think Malefic Daemonology may be the best spell tree for him 1) until the new codex comes out and 2) if he isn't being put into some sort of deployment mechanism. Why? Of all the marine psychers, he is best suited to deal with the almost inevitable perils of the warp wounds that result from summoning daemons. 5 wounds = 4 perils (many of which will could pass!) without dying. Plus! FNP can be taken on perils, which means those 5 wounds stretch out even further! No other imperial marine hero can get so many summons in so safely.

If he goes for the fast daemons, they can be wasted on locking the enemy in combat for mephi to get in there.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in gb
Prophetic Blood Angel Librarian




I just couldn't bring myself to do that!
   
Made in ca
Dakka Veteran





Fair enough. Still, the tactic is valid. Maybe chaos will tempt you one day

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
 
Forum Index » 40K General Discussion
Go to: