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Made in us
Krazed Killa Kan






State of Jefferson

Hey competitors,

Psychic phase is one of my weakest points especially with regards to powers which ones are bad in what scenerios. So I want to make a tourney cheat sheet for me and my team. Is there a current comprehensive list of psychic powers. I have the BRB, Craftworlds, and Orks Codicies, but I know there are oodles more. I am thinking tabular form so I can make a note or a check on which powers my opponent has....

By Discipline
Name: WC: Type: Description:

Any resources?

Thanks.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Don't let them get Cursed Earth if they're deamons, Sanctuary if they're imperials, Fortune if eldar, Shifting worldscape/veil of time if they're a deathstar, Perfect timing if you rely on cover, Invis or endurance if you need to kill the unit.

90% of the psychic phase done. You're not going to have time to check tables and such for what you don't want them to have anyway, not to mention that beyond the sweeping generalisations, specific powers can be total junk in some situations and utter gamechangers in others. Practice really is the only thing that's going togive you the proper insight to how the psychic phase works.

Besides, unless you play a psychic army, you're not going to deny anything they want to get off anyway. If you do play a psychic army, then having it be your weakest phase means you're going to get stomped anyway, so play more games.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Krazed Killa Kan






State of Jefferson

Drasius: Thanks for the advice. What about paroxysm for nids. Invisibility on an Eldar Lynx or WK. Shifting Worldscape I don't think will be allowed at the BAO (since you are in a different hemisphere I don't figure you'd know or care about that) Still, I am looking for a list... an exhaustive list... I play with collectable dolls and therefore I am a collector...

I want to know all the psychic powers!!!! mwahahahahha!.
   
Made in us
Rough Rider with Boomstick




USA

A lot of times people throw stuff like shriek, prescience, and etc first to get you to waste your WCs before they cast the important stuff.

   
Made in us
Crazed Spirit of the Defiler





I've had people try to get me to not deny stuff by throwing out the little powers first but after those do some damage they decide not to bother casting what I perceived to be the more important powers. So guess what your opponent might actually want or need to cast is also important.

Some big warp charge three spells are apt to cause perils attacks so if they're using a Wounded warlord psyker they might not want to do that but want to make you think they do.

But yeah, it's tough to deny blessings anyways. So deny big maledictions if you have few warp charges to work with, or like Drasius says throw it all into denying those listed above in those scenarios.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 SonsofVulkan wrote:
A lot of times people throw stuff like shriek, prescience, and etc first to get you to waste your WCs before they cast the important stuff.


And some people, like myself, think that Shriek, Presicence etc are the important powers (as the go off more reliably) and will throw dice at the "scary" powers first. I'd rather have 2-3 smaller powers than 1 really good power go off.
This Tactic is confusing to some players and has resulted in them wasting too many dice early, thus giving me the ability to cast what I really want with no threat of deny.

You have to read your opponent and gauge what powers will do the most for his list. Sometimes an Invisible WK (that can be ignored) is not as bad as 3 Scatterbikes with Guide

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This message was edited 1 time. Last update was at 2016/07/11 13:20:54


   
 
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