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		<title><![CDATA[Latest posts for the thread "Psychics and Psychic Hoods"]]></title>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ Was playing vs Sista's the other day and was wondering if the faith points/actions were considered psychic tests?<br /> <br /> I've run a librarian in my <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list lately, but either a) don't understand my opponents psychic powers and/or b) don't recognize when I should be trying to prevent the action.<br /> <br /> When playing vs. Eldar, I can attempt to stop Doom/Fortune but in the individual army codex, does it specifically state "This is a psychic test/abilty" or do I have to ask each time?<br /> <br /> Just wondering if there was a short cut to what powers/abilities I have the chance of stopping.<br /> <br /> Thanks!]]></description>
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				<pubDate><![CDATA[Fri, 14 Aug 2009 01:39:35]]> GMT</pubDate>
				<author><![CDATA[ Uriels_Flame]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ <blockquote><div><cite>Uriels_Flame wrote:</cite>Was playing vs Sista's the other day and was wondering if the faith points/actions were considered psychic tests?</div></blockquote><br /> <br /> Nope. Sisters are pretty much anti-psychic. Acts of Faith require no psychic test and the Codex even goes on to say that psychic powers that include a Sister in their area of effect fail to work on a dice roll of 5+.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 14 Aug 2009 01:44:33]]> GMT</pubDate>
				<author><![CDATA[ Major Malfunction]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ Acts of faith are small miracles and use roll based on squad size to go off.  Anything a psychic hood can be used against will be listed as a Psychic power and be cast by a psyker.<br /> In the witch hunters codex the only psykers are Inquisitors (both elite and <span class="glossaryitem" onmouseover='gp(56);'>hq</span> varieties) even if they don't have any psychic powers.<br /> <br /> Its probably just easiest to ask your opponent if anything in his army is a psyker.<br /> Cheers<br /> ~Volkan]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 04:29:06]]> GMT</pubDate>
				<author><![CDATA[ Volkan]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ Faith is likely psychic-based fluffwise.<br /> <br /> However, acts of faith are not psychic powers in the game, much like Ghazzie's Waaagh isn't.]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 05:27:53]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ I was of the mind the Libby was on par with the Chaplain except I could null powers, and since I have the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex still, I liked my powers.  <br /> <br /> But, I haven't played anything around here that he's gotten to nullify save Eldar.  <br /> <br /> So I'm looking to move away from the Libby and just deal with Guide/Doom/Fortune and see what happens.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 05:46:56]]> GMT</pubDate>
				<author><![CDATA[ Uriels_Flame]]></author>
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				<title>Re:Psychics and Psychic Hoods</title>
				<description><![CDATA[ I love my librarian he is my ultimate support <span class="glossaryitem" onmouseover='gp(56);'>hq</span>. I run him with Null Zone and Gate of Infinity with a 5 man squad of sternguard in a razorback. He hardly ever leaves the transport and if forced to runs/gates to another transport. Psychic hood is the main reason I use him usefull against a lot of the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and Eldar I see, it's by no means a garunteed blocker of thier powers but it adds uncertainty to the player and this gives you the tactical edge.]]></description>
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				<pubDate><![CDATA[Sun, 16 Aug 2009 05:54:27]]> GMT</pubDate>
				<author><![CDATA[ The Strange Dude]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ Whenever your opponent takes a psychic test, you can use the hood.  Your opponent should be telling you each time he rolls for a psychic test.  <br /> <br /> Doom, Guide, Mindwar, Eldritch Storm and Fortune all require tests.  As does Lash of Submission.  And Null Zone, and Gate of Infinity.  <br /> <br /> All of those powers are found in popular and strong tournament armies (though most of the Eldar ones you'll just see on Eldrad).  ]]></description>
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				<pubDate><![CDATA[Tue, 18 Aug 2009 15:37:23]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ <blockquote><div><cite>Mannahnin wrote:</cite>Whenever your opponent takes a psychic test, you can use the hood.  Your opponent should be telling you each time he rolls for a psychic test.  <br /> <br /> Doom, Guide, Mindwar, Eldritch Storm and Fortune all require tests.  As does Lash of Submission.  And Null Zone, and Gate of Infinity.  <br /> <br /> All of those powers are found in popular and strong tournament armies (though most of the Eldar ones you'll just see on Eldrad).  </div></blockquote><br /> <br /> Not with the new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> dex's hood. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Aug 2009 17:16:44]]> GMT</pubDate>
				<author><![CDATA[ Centurian99]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ Yay.<br /> <br /> Gawd i hat the across the whole board even if its 60" away Hood.<br /> <br /> Ever seen an Grand Inquisitor hide behind a toolshed just so some unnerving army could get a Hood at Morale 10?<br /> <br /> The new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Dex turns Hoods into half personal. Finally.]]></description>
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				<pubDate><![CDATA[Tue, 18 Aug 2009 22:25:03]]> GMT</pubDate>
				<author><![CDATA[ Voronesh]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ Oh - I play <span class="glossaryitem" onmouseover='gp(25);'>DA</span> so I still have the 60" version <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 19 Aug 2009 21:35:31]]> GMT</pubDate>
				<author><![CDATA[ Uriels_Flame]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ Best to use Ezekiel than a generic Librarian, because he has the only Ld10 Psychic Hood in the army list. Ld9 Psychic Hoods can be sort of frustrating to use at times. Plus he has other goodies to use, like the Book of Salvation.]]></description>
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				<pubDate><![CDATA[Wed, 19 Aug 2009 21:52:06]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Psychics and Psychic Hoods</title>
				<description><![CDATA[ A Ld10 Hood vs a Ld10 psyker is functionally a 5+ save to negate, while a Ld9 Hood vs a Ld10 psyker is functionally a 6+ save to negate.  This is due to ties going to the psyker, not the hood.<br /> <br /> Those odds suck enough that taking the best hood you can is only worth it if that is your only counter to psykers.  Vehicles are more expensive yet a far more reliable counter to most psychic powers.  The questions you need to ask are: what kind of powers should I expect and what the best counters to those powers.  This will tell you if taking a Hood in your army is worth the cost.<br /> <br /> SJ]]></description>
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				<pubDate><![CDATA[Fri, 21 Aug 2009 03:57:26]]> GMT</pubDate>
				<author><![CDATA[ jeffersonian000]]></author>
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