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Has anyone used the new SM Psychic powers? Are they truly off the walls?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Dark Angels Librarian with Book of Secrets






From what I've seen from my last visit to my LGS, only a couple people had picked up the Angels of Death supplement. Has anyone tried or seen the new SM powers at work? Are they truly game breaking? I'm considering getting the Psychic cards, only to bust them out if an opponent requests them or a competitive game.

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Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

They're far from game-breaking, but they definitely do shake things up.

They make the Raven Guard unique detachment a hell of a lot more feasible with a Librarius Conclave added in.
   
Made in us
Dark Angels Librarian with Book of Secrets






Right on. Outside of a few of them, I think they'd be a lot of to take and mess around with. Only a few seem absolutely game breaking

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Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Bear in mind that I ran the Geokinesis lore on the Deathwatch Librarian alongside my Raptors. Had been fishing for the "Ignore LOS" perk to make the Scout Snipers in my Pinion Demi-Company(they get to grant Ignores Cover to a single unit within 9" as long as the Sergeant is alive--I tend to daisychain it between Scout Sniper teams right now, with the last team granting it to Grav-Cannon Devastators instead) truly hellish, but got the Primaris(which was okay) and the "make things be difficult/dangerous terrain" or "things in terrain get hit" powers.
   
Made in us
Nurgle Chosen Marine on a Palanquin






I've played against them twice now. No librarius conclave or any silly shenanigans, just a single ML1 librarian on the table. They provided a nice mixup to the game.
First match he was able to re-position a unit, it was a VERY useful spell, as he deep struck some terminators, then re-positioned them 18" exactly where he wanted them, spread out just like he wanted them and was able to shoot just like he wanted.
Second match was the haywire attack, which was a pretty spooky thing to have around.

I think I will be trying them out.

   
Made in us
Omnipotent Necron Overlord






Geokenesis is the new hotness for most deathstars but invisibility is still the most powerful ability in the game. Like said above - nothing game breaking it's just something else you gotta be prepared for.

Honestly all the new sets of powers are really good too. Nothing to be afraid of though.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Angelic Adepta Sororitas





Until invisibility is changed, I doubt there will be any other powers available that will be better (overall as a dicipline that is).
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

I've played them a decent amount.

Librarius and fulmination are overall good schools, technomancy and especially geokinesis are kinda crappy, save a couple powers.

Standout powers:

-veil of time is stout, though good ol' invis is better in 90% of situations.

-phase form sounds too good, but most of the time your grav centurions or whatnot can see what they want to kill anyway, so it's about the same as perfect timing. It's also in a crappy school.

-worldscape shift is neat, but easy to play around. Anyone who reads the power for more than 30 seconds should be to realize that if you hang a guy from each unit out the back of a terrain piece, and don't stand around in the open if you see an enemy assault deathstar, you neuter the power. It sounds ridic on paper, but in several games with 2 terrain pieces per 2x2 square, we've rarely found reason to cast it, as the restrictions hamper it quite a bit.

-electrodisplacement is super techy, and bonus points for coming from a good school. When combined with vicious combat deathstars, this is the only the power out of the lot that shines like a new sun. Without a deathstar to abuse it, it's still a pretty sweet strategic power that you could probably find a use for turn after turn, even if only to use it as a pseudo hit and run leaving some poor schmuck marine behind like ninjas leave behind logs.

Primaris powers are super relevant to how good a school is, so those are also worth a look:
-librarius: strong good AP small blast for wc1? Workable.
-fulmination: fire 6 heavy bolter shots for wc1? Also neat.
-technomancy: if your enemy maybe has a vehicle, and it maybe has a good shooting weapon, and is maybe facing a good direction, you can maybe shoot it...maybe. Sucky power that is situational, and even if the situation does come up, there's a random roll built into the power that will still lead to it failing half the time.
-geokinesis: a unit takes dangerous terrain and can't use armor saves against failures. This power is awful math-wise. You need to hit a dozen guys to have a 90% chance of causing a single wound, and if there are a dozen guys there, odds are the guy that gets wounded isn't very valuable. Oh, and just to make it worse, since it's a terrain test, a quarter of the game is immune to it anyway. Marine scouts, any monstrous creature, most necron decurions...anything that has move through cover. This is a pyromancy-tier fail-power.

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Made in us
Omnipotent Necron Overlord






 niv-mizzet wrote:
I've played them a decent amount.

Librarius and fulmination are overall good schools, technomancy and especially geokinesis are kinda crappy, save a couple powers.

Standout powers:

-veil of time is stout, though good ol' invis is better in 90% of situations.

-phase form sounds too good, but most of the time your grav centurions or whatnot can see what they want to kill anyway, so it's about the same as perfect timing. It's also in a crappy school.

-worldscape shift is neat, but easy to play around. Anyone who reads the power for more than 30 seconds should be to realize that if you hang a guy from each unit out the back of a terrain piece, and don't stand around in the open if you see an enemy assault deathstar, you neuter the power. It sounds ridic on paper, but in several games with 2 terrain pieces per 2x2 square, we've rarely found reason to cast it, as the restrictions hamper it quite a bit.

-electrodisplacement is super techy, and bonus points for coming from a good school. When combined with vicious combat deathstars, this is the only the power out of the lot that shines like a new sun. Without a deathstar to abuse it, it's still a pretty sweet strategic power that you could probably find a use for turn after turn, even if only to use it as a pseudo hit and run leaving some poor schmuck marine behind like ninjas leave behind logs.

Primaris powers are super relevant to how good a school is, so those are also worth a look:
-librarius: strong good AP small blast for wc1? Workable.
-fulmination: fire 6 heavy bolter shots for wc1? Also neat.
-technomancy: if your enemy maybe has a vehicle, and it maybe has a good shooting weapon, and is maybe facing a good direction, you can maybe shoot it...maybe. Sucky power that is situational, and even if the situation does come up, there's a random roll built into the power that will still lead to it failing half the time.
-geokinesis: a unit takes dangerous terrain and can't use armor saves against failures. This power is awful math-wise. You need to hit a dozen guys to have a 90% chance of causing a single wound, and if there are a dozen guys there, odds are the guy that gets wounded isn't very valuable. Oh, and just to make it worse, since it's a terrain test, a quarter of the game is immune to it anyway. Marine scouts, any monstrous creature, most necron decurions...anything that has move through cover. This is a pyromancy-tier fail-power.

I agree except I don't think Geokenisis is a bad school - Earth blood can regen d3 wounds a turn on your tanking smashfether + it gains IWND (possible 4 wounds regenreated). I consider that a great ability. Then basically perfect timing but better AND worldscap which is dang good. It has 3 absolutely worthless spells though - so it is a gamble. Fulmination as you said is a GREAT school. It's weakest ability is nova haywire...still good in many situations...VERY good against flyers. The other two school I consider about as strong as divination with nothing game breaking. Null zone potentially makes librarius a top tier school but...since invisibility exist - this is really only good vs tau and necron.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Some of the powers are horribly bad, while some are almost broken-good. I've faced Geomancy more than anything, and so I can say the worst one I've seen is Phase Form. To me it should either cost 2 WC to cast (as-is) or should allow shooting through walls but only ignore terrain cover rather than all cover (jinking, shrouded, stealth should still work).

Also on a side note, I've seen mention of the Deathwatch librarian taking the new powers. I thought it said on his profile that he can only take Biomancy?

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Made in fi
Battlewagon Driver with Charged Engine






Finland

Take a fully kitted out wolfstar, and a Tactical Squad in a Drop Pod.

Cast Electrodisplacement on the Tactical Squad that dropped in the enemys face. Now the wolfstar is somewhere around 1-2" from the enemy on the first turn even, and can charge.

I'd say it's slightly gamebreaking.

   
Made in gb
Longtime Dakkanaut




Watch the FLG Batrep from a coupla weeks ago.... to be fair they did let Frankie choose his powers, to display just how bust the good ones are, but...

Hilarity ensued!
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Well, I was on the receiving end of some of those.

Veil of Time is of course strong (only Eldar had something similar up to this time), but as it's very hard to spam it, I just need to avoid the Veiled unit. Lucky me my opponent cast it only on tacticals coming from drop pods.

The Haywire Beam is dangerous, but Jink saved my ass. Non-jinkable armies won't like that one at all.

The vehicle controller was intimidating, but I won the roll. I really disliked the Necron who used to do that before, and I still don't like this one. Just like in any RPG, stuff that makes you lose control of your units are a big downplay for me.

I'm still a bit peeved about the 18" reposition and the terrain move from Geokinesis, but so far I've not seen those in play.

This message was edited 2 times. Last update was at 2016/05/17 13:20:59


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 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Omnipotent Necron Overlord






 Runic wrote:
Take a fully kitted out wolfstar, and a Tactical Squad in a Drop Pod.

Cast Electrodisplacement on the Tactical Squad that dropped in the enemys face. Now the wolfstar is somewhere around 1-2" from the enemy on the first turn even, and can charge.

I'd say it's slightly gamebreaking.

Yeah - that is clearly the best spell of the bunch. It has a terrible synergy with drop pods that is at the level of auto win for space wolf deathstars -as if they aren't at that level already. As always - the problem is deathstars - the problem is not the spell itself.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
 
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