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![[Post New]](/s/i/i.gif) 2016/04/20 16:52:50
Subject: The New SM Psychic Disciplines Tactics
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Monster-Slaying Daemonhunter
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This is a thread for all the interesting ideas you can come up with regarding how to best use the new disciplines.
I'll start off with one from Fulmination: Electrostatic Displacement.
This is an easy way to get T1 charges with your beatstick unit.
Set up Infiltrators 18" away from the enemy you wish to charge. On T1, move directly towards the enemy. This will get you anywhere from 12-17" away from the enemy depending on terrain and rolls.
Cast EsD on the Infiltrators. Swap the Libby with the model that is closest to the enemy. Put your EW Captain/Draigo/SS Thunderwolf 6" away from the Libby. (Note that the power says, "w/i 6", not "wholly w/i", giving you the extra distance of the model's base.) Fill in your other models to maintain coherency with the Libby.
This will get you anywhere from 4-10" away from the enemy depending on your front model's base size.
CHARGE!
You can do a very similar movement with Geokinesis's Shifting Worldscape, and you don't need Infiltrators. However, it depends on the right terrain and is WC3, making Perils more likely and consuming more dice. You also have the rare chance of failing DT.
It might be down to which tree you like more. Geokinesis has two add'l powerful spells, Earth Blood and Phase Form. Fulmination has...all of them except Electropulse, actually, which is dependent on your enemy's mech.
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"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 |
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![[Post New]](/s/i/i.gif) 2016/04/20 18:02:18
Subject: The New SM Psychic Disciplines Tactics
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Regular Dakkanaut
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Even better use of displacement is to drop throwaway units in drop pods right next to enemy units. Then swap your Libby and Death Star for the chump. Much easier way to first turn charge if you aren't dealing with interceptors.
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![[Post New]](/s/i/i.gif) 2016/04/20 18:19:37
Subject: The New SM Psychic Disciplines Tactics
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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ESD is hilariously good. The pod tactic seems to be the best way to abuse it, but also using it as a pseudo hit and run to get another charge bonus or drag more guys into a combat is cool too.
Fulmination and librarius are definitely the winner schools. Not sure why everyone is up in arms about worldscape.
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20000+ points
Tournament reports:
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![[Post New]](/s/i/i.gif) 2016/04/20 18:40:07
Subject: Re:The New SM Psychic Disciplines Tactics
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Chaplain with Hate to Spare
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Could I swap the Deathstar for the Drop Pod itself? Meaning, could I drop my Sternguard in a Drop Pod, then use ESD on my Librarian to swap positions of Pedro Kantor and a unit of Honour Guard with the Drop Pod?
Edit: Just looked at it, non-vehicle. Would be insane if it let you drop a Unit of Vindicators at someone's doorstep. I suppose I could swap positions with a Scout Squad that came from a LSS.
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This message was edited 2 times. Last update was at 2016/04/20 18:43:38
5250 pts
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Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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![[Post New]](/s/i/i.gif) 2016/04/20 19:57:38
Subject: The New SM Psychic Disciplines Tactics
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Pyro Pilot of a Triach Stalker
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ESD is a pretty game breaking power. Possibly more than invisibility which I thought would forever hold the benchmark. I think worldscape is less worry some than some are suggesting but others from librarius (whatever the RE-roll save power is called) is hilariously useful to any deathstar unit in the game. Still don't know what was going through GWs head when they made these but they are darn powerful additions to the meta.
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![[Post New]](/s/i/i.gif) 2016/04/20 20:08:49
Subject: The New SM Psychic Disciplines Tactics
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Battlefortress Driver with Krusha Wheel
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You don't know why worldscape is broken?
Step 1: find a large piece of terrain in your deployment zone.
Step 2: put 1-3 of your hardest hitting assault or death star units in it.
Step 3: teleport it 24 inches up the field. Hell throw 10 dice at it. Perils won't matter after this turn.
Step 4: those units assault your enemy top of turn one, making the game predictable and one sided. And if those were ruins and they somehow missed their charge, oh well you have a 4+ cover save at worst. Since this is the kind of power you build an army around.
If you still can't see why it's not fair some how, pretend it was an ork or tyranid power, and they moved up 9 carnifex or 15 bullyboyz. Or how about a stompa or knight. Or the worst case, the one people are actually sweating about, super friends assaulting their choice turn one. Maybe multi charging 2 or even 3 units.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
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![[Post New]](/s/i/i.gif) 2016/04/20 20:59:08
Subject: The New SM Psychic Disciplines Tactics
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Rampaging Carnifex
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Funny thing is, with the way allies work, you COULD do that with tyranids or orks. Just ally in a conclave, load all your boyz onto some ruins, and launch them at the enemy.
Heck, to stay fluffy you could proxy the librarians for weird boyz.
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This message was edited 1 time. Last update was at 2016/04/20 21:01:10
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![[Post New]](/s/i/i.gif) 2016/04/20 21:12:23
Subject: Re:The New SM Psychic Disciplines Tactics
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Chaplain with Hate to Spare
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I suppose one could use Shifting Worldscape and move a squad of Vindicators with Siege Shields around. They would ignore the Dangerous Terrain tests.
Edit: the crappy thing is that the Skyshield Landing Pad is considered Open Ground, not terrain, otherwise I would be in favor of loading one up with a squad of Vindicators with Siege Shields and driving that sucker right up next to some enemies and blasting away. And if you scatter back into yourself, you still have the 4++ to save you.
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This message was edited 1 time. Last update was at 2016/04/20 21:24:08
5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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![[Post New]](/s/i/i.gif) 2016/04/20 21:15:20
Subject: The New SM Psychic Disciplines Tactics
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Hellish Haemonculus
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Zimko wrote:Funny thing is, with the way allies work, you COULD do that with tyranids or orks. Just ally in a conclave, load all your boyz onto some ruins, and launch them at the enemy.
Heck, to stay fluffy you could proxy the librarians for weird boyz.
My god yes. This.
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![[Post New]](/s/i/i.gif) 2016/04/21 00:41:59
Subject: Re:The New SM Psychic Disciplines Tactics
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RogueSangre
The Cockatrice Malediction
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casvalremdeikun wrote:I suppose one could use Shifting Worldscape and move a squad of Vindicators with Siege Shields around. They would ignore the Dangerous Terrain tests.
Edit: the crappy thing is that the Skyshield Landing Pad is considered Open Ground, not terrain, otherwise I would be in favor of loading one up with a squad of Vindicators with Siege Shields and driving that sucker right up next to some enemies and blasting away. And if you scatter back into yourself, you still have the 4++ to save you.
Why wouldn't the Skyshield be terrain?
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![[Post New]](/s/i/i.gif) 2016/04/21 00:48:37
Subject: Re:The New SM Psychic Disciplines Tactics
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Hierarch
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Abadabadoobaddon wrote: casvalremdeikun wrote:I suppose one could use Shifting Worldscape and move a squad of Vindicators with Siege Shields around. They would ignore the Dangerous Terrain tests.
Edit: the crappy thing is that the Skyshield Landing Pad is considered Open Ground, not terrain, otherwise I would be in favor of loading one up with a squad of Vindicators with Siege Shields and driving that sucker right up next to some enemies and blasting away. And if you scatter back into yourself, you still have the 4++ to save you.
Why wouldn't the Skyshield be terrain?
It certainly is when it's closed, but moving "open ground," which is what the Skyshield acts as when open, stuff has the potential to get weird, like legally flipping the table, or flipping the board so more objectives are near you, ect.
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![[Post New]](/s/i/i.gif) 2016/04/21 01:09:05
Subject: Re:The New SM Psychic Disciplines Tactics
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Chaplain with Hate to Spare
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Abadabadoobaddon wrote: casvalremdeikun wrote:I suppose one could use Shifting Worldscape and move a squad of Vindicators with Siege Shields around. They would ignore the Dangerous Terrain tests.
Edit: the crappy thing is that the Skyshield Landing Pad is considered Open Ground, not terrain, otherwise I would be in favor of loading one up with a squad of Vindicators with Siege Shields and driving that sucker right up next to some enemies and blasting away. And if you scatter back into yourself, you still have the 4++ to save you.
Why wouldn't the Skyshield be terrain?
The unit entry says it is Unusual. The top counts as Open Ground, which is not terrain. I suppose one could grab one of the legs with the power and move the top with it.
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5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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