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Made in us
Yellin' Yoof on a Scooter




Whats your vote for the best HQ at dealing out damage via phychic powers and why?

what tactics do you use when using them?
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Eldad allied to Tau.

Re-roll to hit on 2 of my units, very little chance of miscast, another random power of the chart, and great anti-psyker
   
Made in us
Yellin' Yoof on a Scooter




iv gotta say the sorcerer from the chaos codex that can cast 3 witchfire powers a turn is deffidently pretty good on damage output but iv only ever seen him played never played with him.
   
Made in us
Blood-Raging Khorne Berserker





New Jersey

mouskowitz wrote:
iv gotta say the sorcerer from the chaos codex that can cast 3 witchfire powers a turn is deffidently pretty good on damage output but iv only ever seen him played never played with him.


Ahriman makes you giggle with joy when you read him, than you realize that in order to get 3 different witchfires its all random. Than if you are lucky enough they will most likely be 12" range. Yeah I mad. So?

I need to return some video tapes.
Skulls for the Skull Throne 
   
Made in us
Power-Hungry Cultist of Tzeentch





That why I throw my ahriman with obliteraters, infiltrate and go biomancy, 3 rolls on that chart and the only power that isnt perfect for him is warpspeed, luckily the primaris is a witchfire too heh

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Made in us
Sneaky Striking Scorpion





6th Ed pretty much killed Psykers. They are almost useless now since literally every model on the table has what amounts to a 6+ (or better) inv save against psychic attacks. (See Deny the Witch).

As well, most psychic powers were massively powered down. Most have a very short range now, and since they are randomly generated you don't always have control over what you get.

The only real advantage to psykers now are Force Weapons, which is almost never of any use since the targets you are going to wan to use them on will have a massive lead on the psyker in terms of WS.

The best Abuse I have seen is Ezekiel (Mind Worm gives him a real shot, and "Quickening" can help if you get lucky) snd Mephiston. Both are pretty OP and actually bring something to the table other than just being there themselves (See, Book of Salvation).

Eldrad is still a decent option for Eldar, but you'd probably be better off just playing with Autarchs for the time being until GW either gives Farseers a reason to exist, or writes up a new Codex: Eldar.



   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

En Excelsis wrote:
6th Ed pretty much killed Psykers. They are almost useless now since literally every model on the table has what amounts to a 6+ (or better) inv save against psychic attacks. (See Deny the Witch).

As well, most psychic powers were massively powered down. Most have a very short range now, and since they are randomly generated you don't always have control over what you get.

The only real advantage to psykers now are Force Weapons, which is almost never of any use since the targets you are going to wan to use them on will have a massive lead on the psyker in terms of WS.

The best Abuse I have seen is Ezekiel (Mind Worm gives him a real shot, and "Quickening" can help if you get lucky) snd Mephiston. Both are pretty OP and actually bring something to the table other than just being there themselves (See, Book of Salvation).

Eldrad is still a decent option for Eldar, but you'd probably be better off just playing with Autarchs for the time being until GW either gives Farseers a reason to exist, or writes up a new Codex: Eldar.



I don't know about that man. The reduction in power of psychic hoods from a ~41% nullification, to ~33% was a decent boost. Offensive psychic powers were never really amazing, look at Zoanthropes for example. Psy test, deny the witch, roll to hit, roll to wound, armor/cover save. It's just too many rolls.

6th edition psykers are about blessings and maledictions. Enfeeble, almost the entire divination school, invisibility, hallucinate, psychic scream...etc are all top notch powers.

My experience with 6th edition has had a psyker in pretty much every single army that can take one.

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

En Excelsis wrote:
6th Ed pretty much killed Psykers. They are almost useless now since literally every model on the table has what amounts to a 6+ (or better) inv save against psychic attacks. (See Deny the Witch).

As well, most psychic powers were massively powered down. Most have a very short range now, and since they are randomly generated you don't always have control over what you get.

The only real advantage to psykers now are Force Weapons, which is almost never of any use since the targets you are going to wan to use them on will have a massive lead on the psyker in terms of WS.

The best Abuse I have seen is Ezekiel (Mind Worm gives him a real shot, and "Quickening" can help if you get lucky) snd Mephiston. Both are pretty OP and actually bring something to the table other than just being there themselves (See, Book of Salvation).

Eldrad is still a decent option for Eldar, but you'd probably be better off just playing with Autarchs for the time being until GW either gives Farseers a reason to exist, or writes up a new Codex: Eldar.

You must be new around here...

Eldar psykers are basically the only thing keeping them from being utter at the moment. Tyranid psychic choirs are brutal to face off against, and have actually made the army far more competitive.

I think what you meant to say was that psychic shooting attacks are dead, because that would be pretty close to correct. Maledictions and Blessings are the way to go, they're so good that it's not even funny.

   
Made in us
Sneaky Striking Scorpion





There is no accounting for chance... and certainly experiences do vary.

I think the biggest things that killed Pskers for me are Deny the Witch, and Random Power Generation.

You're spot on about the rest. Some powers are very nice... some are worthless. That would all be well and good for a savvy player who knows which ones to take and which ones not to, except you can't because they are all randomly generated.

This message was edited 1 time. Last update was at 2013/02/05 18:23:44


 
   
Made in us
Fixture of Dakka





The Swarmlord. End of discussion.

You might counter that it isn't his psychic powers providing the offense, but he doesn't get to T9, A7, and Eternal Warrior without them.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in gb
Junior Officer with Laspistol





En Excelsis wrote:
6th Ed pretty much killed Psykers. They are almost useless now since literally every model on the table has what amounts to a 6+ (or better) inv save against psychic attacks. (See Deny the Witch).


Yeah, that's totally wrong. The new psychic powers aren't all "lol i hav anuva gun" some are incredibly strong. A buffed hive tyrant or demon prince can smash through most things, and never die. Psychers are incredibly strong in 6th.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





I find that the strongest offensive psykers are really the ones that buff or depuff the best. Via Divination, Telepathy and/or Biomancy.

If you have access to divination, it's hard to come across a bad power, and even if you do roll the one that gives you 3 dice for reserves, outflanks, objectives. It's good in certain situations , if your army can take advantage of it. (I.E. huge outflanking force that you can reliably bring on turn 2 and on exactly the side of the board you want.)

Telepathy is probably the best at debuffing with things such as puppet master (made someone shoot their own Forgefiend with a TL meltagun on turn one.) Make guys, even fearless ones, morale checks at random. Or even the dreaded invisibility protecting your troops or hallucinations, causing your opponents' favorite unit to act dumb for a turn.

And Biomancy turn your psyker into a one man killing machines, and/or buffing those around him making them tough as nails and a little more mobile. And if you get luck, some nice debuffs as well.

Offensive psykers have taken on a new name, turn somewhat mean units, into deadly killing machines.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
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Boosting Space Marine Biker






Athens, GA

Though I know FW is often discounted on the boards here I still like Severin Loth as a beatstick in concept, though have not had the chance to field him yet

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Made in gb
Longtime Dakkanaut





Servin Loth is mad, compare him to Tiggy and laugh at how many powers Loth gets from the BRB, 6, yes thats a complete table if you want.....

Plus he isnt 40k approved yet :(

This message was edited 1 time. Last update was at 2013/02/06 10:39:29


40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
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11/2013: 5th at GT heat 3
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