<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "610pt psychic death star in a battle forged list."]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "610pt psychic death star in a battle forged list."]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>610pt psychic death star in a battle forged list.</title>
				<description><![CDATA[ So I'll talk about the unit first then show an example list to make it work.<br /> I was thinking the past couple of days how to make a hard hitting drop pod unit with witchfires carpeting the ground. Very early on I realised Loth and Tigurius would form the basis of the star and also realised in 7th they could be deployed in the same unit in a pod (checked on <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span>). Going with the ruling that units can't cast the same psychic powers twice in one turn (and therefore characters in the unit), I realised that they would have to use different disciplines. I know most people don't play it this way but I'm going for the most restrictive possible route so there can be no complaints.<br /> I had a look at telekinesis and realised it is much better than I'd given it credit for (check the thread in tactics if you'd like :-)). The other discipline would be telepathy. I then thought of putting a third librarian in with pyromancy (more witchfires), but most importantly to give hit and run.<br /> <br /> Here is the unit:<br /> -Loth with Telekinesis powers Assail, Objuration mechanicum, Shockwave and Levitation.<br /> -Tiggy rolling on telepathy for Invisibility primary (very likely for tiggy to roll this) and Shrouding secondary, not bothered about the third power, he auto gets Psychic Shriek.<br /> -White Scars librarian rolling on pyromancy with force axe, ML2 and a combi-flamer.<br /> -Command squad with apothecary and 4 flamers.<br /> -Drop pod<br /> 610pts.<br /> <br /> Before I talk about the psychic powers, this unit gets counter-attack (Loth), hit and run (<span class="glossaryitem" onmouseover='gp(149);'>WS</span> libby - this is vital!), 4 flamers and a combi-flamer for 4 to 5 d3 wall of death hits to chargers (plus the normal flamer attacks in shooting phase) and a 5+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>. Loth can also discard a warp charge to get a 2++. I would do this almost every turn. It will help with tanking (<span class="glossaryitem" onmouseover='gp(85);'>LOS</span> 5/6 of all st8+ and small arms fire to the vets). Tiggy also rerolling failed powers.<br /> If Tiggy gets invis (very likely) and shrouding (reasonable), the unit could end up with only being hit on 6's, unable to be targetted by blasts and templates, at least 5+ cover (fire wall would increase this to a 4+), 3+ save and a 5+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>. It would be very hard to dislogldge.<br /> Loths Levitate power would enable the unit to have very nice accurate placement for its flamer and witchpower attacks. Moving the unit 18" a turn to where it needs to be with no scatter since it is not deepstriking.<br /> The witchfires would include Psychic Shriek, Assail, Objuration mechanicum (dangerous on high <span class="glossaryitem" onmouseover='gp(381);'>rof</span> vehicles), Shockwave, Flame Breath and a 70% chance of at least one of the number 4, 5 or 6 powers from pyromancy. The accurate placement of the unit due to the drop pod and/or levitate, massively benefits the powers, Assail, Shockwave, Sunburst, Molten Beam and Flame breath as well as the flamers. Shockwave and Sunburst for example could get 8 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> hits each if the psyker is placed within 9" (18" diameter) of 4 units - easily do-able with levitate. Whilst Assail could result in many models under the 18" line, all units auto hit and all moving as if in difficult terrain next turn.<br /> No need to worry about assault, because if invis goes off, then opponents will only hit on 6's in combat, combined with wall of death, counter attack and hit and run it should be ok. IF the pyromancy libby gets fire shield (33%) it would be amazing as every model charging would need to take two dangerous terrain tests (movement phase and assault phase). Even without this opponents assaulting will be moving as if in difficult terrain if they got hit by assail last turn.<br /> <br /> The list would of course need access to a lot of warp charge and at least 4 detachments if there are 3 different factions (at least 2 primary and 2 allied). This is where the inquisition dex comes in:<br /> <br /> Coatez<br /> <br /> Inquisitor<br /> ML1, force sword<br /> <br /> Inquisitor<br /> ML1, force sword, servo skull<br /> <br /> (3 acolytes with plasma guns<br /> Psyker<br /> Razorback with <span class="glossaryitem" onmouseover='gp(126);'>tl</span> assault cannon and psybolts) x3<br /> <br /> (3 acolytes with melta guns<br /> Psyker<br /> Razorback with <span class="glossaryitem" onmouseover='gp(126);'>tl</span> assault cannon and psybolts) x3<br /> <br /> (2 acolytes<br /> Psyker<br /> Razorback with <span class="glossaryitem" onmouseover='gp(126);'>tl</span> assault cannon and psybolts) x3<br /> <br /> White Scars librarian (in pod)<br /> Force axe, ML2, combi-flamer<br /> <br /> Command squad (picked the <span class="glossaryitem" onmouseover='gp(732);'>CS</span> to be <span class="glossaryitem" onmouseover='gp(149);'>WS</span> in case the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> libby dies so they still have hit and run)<br /> 4 flamers, 1 apothecary<br /> Pod<br /> <br /> 5 scouts<br /> 5 bolters<br /> <br /> Tigurius (in pod)<br /> <br /> 5 scouts<br /> 5 bolters<br /> <br /> Loth (in pod)<br /> <br /> 5 tactical marines<br /> Heavy bolter, apothecary<br /> <br /> 1999pts. (Throw in a bolter somewhere for 2k)<br /> <br /> 21 + <span class="glossaryitem" onmouseover='gp(24);'>d6</span> warp charges.<br /> 9 psybacks.<br /> <br /> Tacs, and scouts sit on objectives laying down fire. The psybacks can take <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, <span class="glossaryitem" onmouseover='gp(482);'>AT</span> or anti-troop roll. The psybacks with specials throw them out at opportune moments/when needed. Podded psystar rips everything apart.<br /> <br /> Should coatez go in the pod? Maybe an inquisitor too?<br /> <br /> Another idea would be to drop the heavy bolter and give an inquisitor plasma-syphoon and put him in the pod in case Loth is down to one wound and invis has failed.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Oh and warband psykers roll on telekinesis - not that they will usually be casting, but a few objuration mechanicums on 10pt models along with the option of assail for all of them wouldn't go amiss. Not sure what to roll on for the inquisitors.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> And if 9 psybolt-assault cannons and 9 melta along with any OM powers aren't enough <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, could always change the 9 plasma to 9 more melta.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/610633/7120468.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/610633/7120468.page</link>
				<pubDate><![CDATA[Sat, 16 Aug 2014 03:16:02]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
			</item>
			<item>
				<title>610pt psychic death star in a battle forged list.</title>
				<description><![CDATA[ The 4 detachment requirement might keep it out of tournaments?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/610633/7120679.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/610633/7120679.page</link>
				<pubDate><![CDATA[Sat, 16 Aug 2014 05:49:05]]> GMT</pubDate>
				<author><![CDATA[ axisofentropy]]></author>
			</item>
			<item>
				<title>610pt psychic death star in a battle forged list.</title>
				<description><![CDATA[ Umm, there are better powers out there... Try santic for cleansing flame, vortex of doom, biomancy for life leech and smite ect.<br /> <br /> As for the wall of death, its basically 10 flamer hits on average... So don't count on it deterring anything dangerous.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/610633/7120726.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/610633/7120726.page</link>
				<pubDate><![CDATA[Sat, 16 Aug 2014 06:33:18]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
			</item>
			<item>
				<title>610pt psychic death star in a battle forged list.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/610633/7120679.page"><b>axisofentropy wrote:</b></a><br/>The 4 detachment requirement might keep it out of tournaments?</div></blockquote><br /> <br /> It got even worse in the list I made - that was 3 primary and 3 allied.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d81b47dfb9a4f54637b4fde9fe70169b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610633/7120726.page"><b>Arbiter wrote:</b></a><br/>Umm, there are better powers out there... Try santic for cleansing flame, vortex of doom, biomancy for life leech and smite ect.<br /> <br /> As for the wall of death, its basically 10 flamer hits on average... So don't count on it deterring anything dangerous.</div></blockquote><br /> <br /> I was only looking at wall of death as a deterrent.  With the pod deployment and levitate you can keep away from nastys such as a fex brood. And if invis is cast it will only be mass of attacks which will be a worry which usually come from blobs. Wall of flame will kill 5 orks or 7 guard/nids on average.<br /> <br /> Telekinesis is essential for levitation, as is telepathy for invis. I suppose the pyromancer could trade for Santic. But Santics primaris is pants and the only two good witchfires are Cleansing flame which is WC2, andVortex of Doom which is WC3. I stayed away from Psychic Maelstrom with Loth because WC3 takes so many dice to cast, Vortex would have the same issues. Whilst for Cleansing Flame, Idon't know if +1s and +1ap is better for +1WC and rolling on a table where most of the powers will not be beneficial unlike pyromancy.<br /> <br /> With the disciplines listed above this star will be putting out on average: a few wounds due to psychic shriek (even against tough opponents like <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>), at least 4-5 st6 hits which cause units to count as in difficult terrain due to Assail, 6 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> (being consevative and saying only 3 units will be in the 18" bubble), st4 hits due to Shockwave, a haywire hit which causes a vehicle to have the 'gets hot' rule (ork stompa will cause itself 3-4hps of damage turn1, a punisher 2hps, not including the haywire hit etc) due to OM, a soul fire heavy flamer, 4-5 flamer templates, plus a very high likelyhood of one (or if lucky - 2) of the following powers; Sunburst (another 6 <span class="glossaryitem" onmouseover='gp(24);'>d6</span> st4 ap5 hits ignoring cover), Inferno (ignores cover large blast), Molten Beam (a 12" melta beam that could benefit mightily from levitation placement to get 2-3 tanks). That's an immense damage output on a unit that will be seriously hard to dislodge. Its not a suicide command melta drop, or a combi-melta stern drop who lose most of their firepower after turn1. These guys will have that damage output turn after turn. They can all be shot at different units as well.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I'm being a touch conservative with that damage output too.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Just realised - if an inquisitor with rad granades gets put into the squad, that wall of death plus the units attacks become utterly deadly!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/610633/7120818.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/610633/7120818.page</link>
				<pubDate><![CDATA[Sat, 16 Aug 2014 07:33:39]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
			</item>
	</channel>
</rss>