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Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

While I won't argue that Pyromancy is a must-take, I don't understand the hatred the community is expressing for it during this new edition. I do understand the disdain in the previous, but the corrections to witchfire seem to make Pyromancy a viable discipline: namely, the ability to use more than one witchfire per pyker, and the ability to shoot a multiple & different targets. Where am I wrong?

Pyromancy Power #1 Fiery Form has an interesting proviso: "Whilst the power is in effect, the psyker re-rolls failed To Wound rolls inflicted by further Pyromancy powers he manifests." Pretty sweet. Makes up for the otherwise middling-ness of close combat psychic power for a model you would (usually) not want in close combat.


Paul Cornelius
Thundering Jove 
   
Made in us
Been Around the Block




Spending 50+ points for an unreliable heavy flamer or meltagun is not exactly what most people get thrilled about. Witchfires are basically strictly worse than equivalent shooting from wargear and unis. Fire shield is the only decent power for use on shrouded units for 2+ cover anywhere.
   
Made in za
Fixture of Dakka




Temple Prime

Pyromancy provides precious little the guns your list already has cannot and has the opportunity cost of preventing your psyker from getting other powers. It's unreliability and the extra chance to prevent taking damage in the form of DTW only decreases it's low standing. And the Primaris power sucks too. And even as witchfires, pyromancy powers are pretty lame.

This message was edited 1 time. Last update was at 2014/06/02 05:49:54


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Regular Dakkanaut





Generally it's that first impressions of the new psyker mechanics didn't seem to buff witchfires enough to make them individually good: last edition, they were the powers that you actively didn't want to get. As Scimitar said, you were getting a heavy flamer or meltagun that was more expensive and less reliable than the non-psychic version, when you could be taking powers that did things that you couldn't get elsewhere. Pyromancy's powers didn't change very much from last edition to this one, so that adds to the negative impression. It takes a lot of thinking about how you're going to actually run psykers to make you give any real thought to it.

It may well be a viable strategy to get a bunch of witchfires from pyromancy and just let loose with 1-2 dice on each one, not really caring that they all go off since each one doesn't have that much impact. This may be a bluff to get your opponent to spend Dispel dice on the witchfires instead of on your other psyker with Invisibility/power-you-actually-need-to-go-off. This requires a high-level psyker to know/cast all these attacks, Ahriman's really the best one to do this with, although Tigurius or a Chaos Sorcerer also can do it with the casting rerolls.

However, there's still the problem that pyromancy attacks aren't really that good, even if you get to use 2-3 of them at a time. Flame Breath requires you to be in template range (ie charge range), Spontaneous Combustion wants you to throw more dice at it to get the focused target. Sunburst is a nova, and you still can't be in combat to use it, which makes it really hard to use optimally. Both Inferno and Molten Beam are WC2, which means you need to throw 4+ dice at it so that you aren't just wasting dice, so that somewhat ruins the cheap expendable witchfire strategy.

Instead of taking everything from Pyromancy, with Ahriman you'd probably just go for Psychic Shriek and cast that three times, getting you about 3 AP2 Ignores Cover wounds per casting (if target is LD8). With a Chaos Sorcerer, you could MoT and get Firestorm + Psychic Shriek + Smite or MoS and get Sensory Overload + Shriek + Smite.

So yeah, there's some potential in taking a bunch of witchfire powers this edition, but pyromancy still isn't what I'd take to spam witchfires...
   
Made in it
Longtime Dakkanaut





Though the last power received quite a buff with 7E.
   
Made in us
Hellish Haemonculus






Boskydell, IL

Can you not use novas in CC? I've been getting nova'd by nurgley powers ever since novas became a thing. Am I getting cheated?

Welcome to the Freakshow!

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Made in za
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Temple Prime

 Jimsolo wrote:
Can you not use novas in CC? I've been getting nova'd by nurgley powers ever since novas became a thing. Am I getting cheated?

Yes, yes you are.

Unless the power or power type specifically states that you can use it in CC, you cannot manifest a power in assault.

Thump your local Nurgle player in the head.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Ship's Officer






 Jimsolo wrote:
Can you not use novas in CC? I've been getting nova'd by nurgley powers ever since novas became a thing. Am I getting cheated?


Probably an old hold-over from way back when the Nurgle AoE power could be explicitly used in CC. AFAIK not true anymore with the new table.

Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

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Rampaging Carnifex





South Florida

It should be noted that you are allowed to Nova into combat.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Personally, I'd commit murder for being allowed pyromancy on Warpheads

This message was edited 1 time. Last update was at 2014/06/02 08:03:15


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

One nifty (albeit costly) tactic:
Sorcerer on a disc of tzeentch with all manner of witchfire powers. Move 12" towards your enemy, cast as many witchfires as possible, turbo-boost 24" back out of LoS in the shooting phase.

Profit (a little).

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2k pts Tyranids (Hive Fleet Hornet) 
   
Made in us
Flashy Flashgitz






It'd be awesome if Salamander chapter tactics would affect the Pyromancy powers.

I'll show ye..... - Phillip J. Fry

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Made in us
Longtime Dakkanaut





West Chester, PA

Fiery form would be good... If it were the Primaris power. As is, you're only getting that re roll to wound on flame breath unless you're real lucky on your rolls with a high lvl psyker. If you could reliably get fiery form paired with the other powers, then pyromancy might be worth it. Otherwise, with psychic focus you'll probably end up with a nova power and a template power. Currently, biomancy just seems like a better choice, smite is much better than flame breath.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Made in ca
Monstrously Massive Big Mutant





Canada

Make sure it isn't Typhus using his Destroyer Hive as that IS supposed to be used in combat lol

Also, Nova's can hurt people locked in combat now and also hit flying monstrous creatures and vehicles!

Life: An incomprehensible, endless circle of involuntary self-destruction.

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Made in za
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Temple Prime

 TheSilo wrote:
Fiery form would be good... If it were the Primaris power. As is, you're only getting that re roll to wound on flame breath unless you're real lucky on your rolls with a high lvl psyker. If you could reliably get fiery form paired with the other powers, then pyromancy might be worth it. Otherwise, with psychic focus you'll probably end up with a nova power and a template power. Currently, biomancy just seems like a better choice, smite is much better than flame breath.

And to add insult to injury, you can't even overwatch with flamebreath.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

 Jidmah wrote:
Personally, I'd commit murder for being allowed pyromancy on Warpheads



This!

Why the Hades would they not give Orks Telekinesis and Pyromancy

Orks (especially wierdboyz) being telekinetic is well established in the background (it's actually one of the ways to tell that a new wierdboy is in the offing) and setting things on fire is very very orky.

But no, we get summoning deamons (NOT an ork thing, traditionally) and banishing daemons (ditto, but less so. There are instances of wierdboyz driving out daemons in ork fluff history).


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in de
Shunting Grey Knight Interceptor






It's entirely dependent on the role of your psyker in your strategy. If your plan is for them to sit back and provide force multipliers and support, then pyromancy is not good.

I currently run GK Mordrak with a librarian attached. Potentially casting 3 (or 4) different flame-based shooting attacks at different targets when able to deepstrike turn 1 without scattering is an attractive option.

This message was edited 1 time. Last update was at 2014/06/03 08:37:49


 
   
Made in gb
Water-Caste Negotiator





 Kain wrote:
Unless the power or power type specifically states that you can use it in CC, you cannot manifest a power in assault.
What's the page reference for this?

Tau, Dark Eldar and Inquisition 40K player, occasional Lizardman Fantasy player, proud Lord of the Rings player and Rebel X-Wing player

> 4000 pts 1500 pts 1500 pts 1500pts

Ascalam wrote:Only the Eldar could party hard enough to rip a hole in the material universe, and then stage an after-party in the webway like nothing happened
 
   
Made in gb
Crazed Spirit of the Defiler




Ireland

 Shas'o_Longshot wrote:
 Kain wrote:
Unless the power or power type specifically states that you can use it in CC, you cannot manifest a power in assault.
What's the page reference for this?


I don't have the physical book with me but under Types of Psychic Powers -> Witchfires first paragraph:

Just like when shooting a weapon, a Psyker must be able to see the target unit (or target point) and cannot be locked in combat if he wishes to manifest a witchfire power.


As a nova is a witchfire the previous restriction applies.

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in gb
Water-Caste Negotiator





Thank you! Sorry for thread hijacking

Tau, Dark Eldar and Inquisition 40K player, occasional Lizardman Fantasy player, proud Lord of the Rings player and Rebel X-Wing player

> 4000 pts 1500 pts 1500 pts 1500pts

Ascalam wrote:Only the Eldar could party hard enough to rip a hole in the material universe, and then stage an after-party in the webway like nothing happened
 
   
Made in us
Potent Possessed Daemonvessel





The issue as others have mentioned is essentially that though improved Witchfires are still not amazing.

They are more easily denied than buffs, or Summonings.

Despite being able to multi cast them you still need to have the warp charges to do it, which means not casting other powers.

Take Firey form for instance, if we were still in 6th ed, this power would be good, but now you are looking at an additional 2 or 3 dice spend to get re-rolls to wound on a power you then need to cast later. Which might get denied.

Therefore though the powers themselves appear to have been buffed, and you potentially could cast more of them. Realistically you won't be able to.
   
Made in za
Fixture of Dakka




Temple Prime

Breng77 wrote:
The issue as others have mentioned is essentially that though improved Witchfires are still not amazing.

They are more easily denied than buffs, or Summonings.

Despite being able to multi cast them you still need to have the warp charges to do it, which means not casting other powers.

Take Firey form for instance, if we were still in 6th ed, this power would be good, but now you are looking at an additional 2 or 3 dice spend to get re-rolls to wound on a power you then need to cast later. Which might get denied.

Therefore though the powers themselves appear to have been buffed, and you potentially could cast more of them. Realistically you won't be able to.

Not to mention that Pyromancy's witchfires are generally very low key compared to what other disciplines can do.

Oh yay, a Melta, a heavy flamer, a nova with cover ignoring bolter hits, and a flamer large blast that can't penetrate MEQ armour. *Yawn*

Meanwhile Telepathy and Biomancy have the far more potent Smite and Psychic shriek, and Sanctic has wandering D-blasts that eat everything they touch. Even telekinesis at least has Maelstrom to make up for the uninspiring lameness of Assail and Shockwave and the wonkiness of Crush.

Sure pyromancy has more witchfires, but they're all rather lame as a rule.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Potent Possessed Daemonvessel





Meh Flame Breath is probably better than smite in most cases, as is the Melta beam. But yeah they are not all that great.
   
Made in us
Killer Klaivex




Oceanside, CA

I really don't see a use. If you cluster together and try and 1 die spam a bunch of powers, everyone in the group is done as soon as the first fails.

I'd rather roll on TK. Good number of useful powers, and a 18" beam of S6 strike down have enough range to be useful without committing to being at point blank. Strike Down is fun, in that it puts the enemy in difficult ground, so you can slow down the enemy.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Longtime Dakkanaut





West Chester, PA

Breng77 wrote:
Meh Flame Breath is probably better than smite in most cases, as is the Melta beam. But yeah they are not all that great.


How is flame breath better than smite? Flame breath is just a heavy flamer with soul blaze (which sucks). Smite is an assault 4, S4, no gets hot plasma gun. And smite actually pairs with decent close combat powers under biomancy. Flame breath has a good chance to pair with another weak pyromancy power.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Made in za
Fixture of Dakka




Temple Prime

 TheSilo wrote:
Breng77 wrote:
Meh Flame Breath is probably better than smite in most cases, as is the Melta beam. But yeah they are not all that great.


How is flame breath better than smite? Flame breath is just a heavy flamer with soul blaze (which sucks). Smite is an assault 4, S4, no gets hot plasma gun. And smite actually pairs with decent close combat powers under biomancy. Flame breath has a good chance to pair with another weak pyromancy power.

Correction, Flame breath is a heavy flamer with soul blaze you can't even overwatch with and can only be used in ranges your enemies can be pretty sure of getting a charge at.

Awesome.

This message was edited 1 time. Last update was at 2014/06/03 17:00:43


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Potent Possessed Daemonvessel





Because Smite on average causes about 1 wound to a lot of things. Against armies with a 4+ save or worse Flame Breath Does more damage, so long as it is on a mobile platform it is generally better than smite.

The fact that you get smite as essentially a bonus to rolling on a better overal tree is not relavent to the usefuless of the power itself. If flame breath were on biomancy, would it be better or worse than smite.

Like I said Pyromancy in general got better, but it is still not good. That does not make smite good though.

Smite got better simply because you get it for free for rolling powers you already wanted, but it in general is the second worst power on the Biomancy tree.
   
Made in us
Longtime Dakkanaut





West Chester, PA

Smite got a 50% range boost. And it's very important that it's paired with a useful biomancy spell, psychic focus is an important element of each Primaris power. Smite has much better synergy with all of its discipline's powers.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

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Made in us
The Daemon Possessing Fulgrim's Body





Devon, UK

 Kain wrote:
 TheSilo wrote:
Breng77 wrote:
Meh Flame Breath is probably better than smite in most cases, as is the Melta beam. But yeah they are not all that great.


How is flame breath better than smite? Flame breath is just a heavy flamer with soul blaze (which sucks). Smite is an assault 4, S4, no gets hot plasma gun. And smite actually pairs with decent close combat powers under biomancy. Flame breath has a good chance to pair with another weak pyromancy power.

Correction, Flame breath is a heavy flamer with soul blaze you can't even overwatch with and can only be used in ranges your enemies can be pretty sure of getting a charge at.

Awesome.


I have to say that a Tzeentch Herald on Burning Chariot with Pyromancy is on my list of units to try out as a gunship type unit. Suspect using the god powers (and therefore getting all four) is probably a better idea, but I'm not one to theory hammer in isolation, I like to see how things really work on the table as well.

12" move, shoot, 18" move is the ultimate JSJ unit!

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Made in us
Potent Possessed Daemonvessel





 TheSilo wrote:
Smite got a 50% range boost. And it's very important that it's paired with a useful biomancy spell, psychic focus is an important element of each Primaris power. Smite has much better synergy with all of its discipline's powers.


Disagree, being paired with a better tree does not make the power in and of itself better, and I feel like it does not synergize that well at all (mostly because in a more useful tree you are less likely to cast it.). It got better, but it is still not a great power. Neither is flame breath, but it is better against more targets. (Anything with a 4+ save, anything with a good cover save, open topped vehicles, AV 10, T8 etc.) None of that makes pyromancy worth taking over other trees, but lets just consider Fateweaver, one of the only psykers that will roll on pyromancy. He is fairly likely to swap out for Flame Breath as a power, he is highly unlikely to swap out for smite (I can only see doing it if you roll Haemorage, or maybe warp speed.)
   
 
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