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		<title><![CDATA[Latest posts for the thread "SM psychic powers?"]]></title>
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				<title>SM psychic powers?</title>
				<description><![CDATA[ Hi everyone,<br /> <br /> I have a librarian (<span class="glossaryitem" onmouseover='gp(328);'>ML</span> 2) in my Space Marine (White Scars) army but, having never used psychic powers before, I have no idea which discipline to go with.<br /> <br /> Anyone have any advice?<br /> <br /> My army consists of 33 guys on bikes, 5 attack bikes, 3 land speeders, and 2 whirlwinds (2,000 points).<br /> <br /> Cheers,<br /> Ed]]></description>
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				<pubDate><![CDATA[Sat, 31 Oct 2015 11:03:09]]> GMT</pubDate>
				<author><![CDATA[ edbradders]]></author>
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				<title>Re:SM psychic powers?</title>
				<description><![CDATA[ Telepathy and Divination are far and away the most useful Psychic Disciplines. <br /> <br /> Divination has one of the better Primaris powers (free if you generate just from Divination) in Prescience. Being able to make a unit within 12"s weapons twin-linked is extremely strong, though if your army is very much on the <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> side, it loses some of its power. The rest of the Discipline is pretty much all useful as well, except perhaps the Psyker getting rerolls on everything (but not his unit) and getting counter-attack and full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> overwatch (because I assume as White Scars you very rarely get assaulted). <br /> <br /> Telepathy similarly has an amazing Primaris Power that absolutely decimates <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and really puts the hurt out on small elite units. The rest of telepathy is a mixture between buffing your defence (Invisibility, easily the most broken psychic power in the game, lives here) and debuffing enemy leadership/ability to function normally. If you take Telepathy, pray you roll a 5, because Invisibility is such an obscenely good buff. But even if you don't get invisibility, Psychic Shriek (the Primaris) is a great power to have anyway.<br /> <br /> Biomancy is ok, it's a lot of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> buffs and by and large, your Librarian probably isn't going to want to wade into combat, so I'd give that a miss.<br /> <br /> Pyromancy is situational in that it's extremely effective against large numbers of lightly armoured infantry but not a whole lot else.<br /> <br /> Telekenisis is just bad, don't bother wasting your time with it.<br /> <br /> I don't know much about either Daemonologies, the risk of perils on any double is just too high for me to ever have tried.<br /> <br /> Hope that helps! ]]></description>
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				<pubDate><![CDATA[Sat, 31 Oct 2015 11:36:32]]> GMT</pubDate>
				<author><![CDATA[ Lord_Vader]]></author>
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				<title>Re:SM psychic powers?</title>
				<description><![CDATA[ That helps loads, thank you. All the psychic powers, trying to figure out how they would benefit me and working out which would benefit me the most was making my brain hurt <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 31 Oct 2015 11:42:30]]> GMT</pubDate>
				<author><![CDATA[ edbradders]]></author>
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				<title>SM psychic powers?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(17);'>Btw</span> in case you haven't heard yet. In the campaign book, <i>Kauyon</i> the White Scars have some rather nice Chapter Relics. One of them being a psychic hood that grants the wearer <i>Psychic Maelstrom</i> power as well as any other powers he knows.]]></description>
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				<pubDate><![CDATA[Sat, 31 Oct 2015 11:46:09]]> GMT</pubDate>
				<author><![CDATA[ angelofvengeance]]></author>
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				<title>Re:SM psychic powers?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c9acfe352add33e3a2e2310f557ec548.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/668936/8227693.page"><b>edbradders wrote:</b></a><br/>That helps loads, thank you. All the psychic powers, trying to figure out how they would benefit me and working out which would benefit me the most was making my brain hurt <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> </div></blockquote><br /> <br /> The 1d4chan page for Psychic Powers is extremely helpful (though don't take its word as gospel, it is a wiki): <a href="http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Psychic_101" target="_blank" rel="nofollow">http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Psychic_101</a><br /> <br /> It breaks down how the phase works nicely if you haven't used it before, as well as giving a brief rundown of every psychic power.]]></description>
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				<pubDate><![CDATA[Sat, 31 Oct 2015 11:53:39]]> GMT</pubDate>
				<author><![CDATA[ Lord_Vader]]></author>
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				<title>SM psychic powers?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cc9b169c474a362c796f37a95b50ab33.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/668936/8227695.page"><b>angelofvengeance wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(17);'>Btw</span> in case you haven't heard yet. In the campaign book, <i>Kauyon</i> the White Scars have some rather nice Chapter Relics. One of them being a psychic hood that grants the wearer <i>Psychic Maelstrom</i> power as well as any other powers he knows.</div></blockquote><br /> I heard about the campaign book but I don't know any details. That hood sounds pretty good, I think I'll have to take a look at this campaign book.<br /> <br /> Ed]]></description>
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				<pubDate><![CDATA[Sat, 31 Oct 2015 11:55:26]]> GMT</pubDate>
				<author><![CDATA[ edbradders]]></author>
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				<title>Re:SM psychic powers?</title>
				<description><![CDATA[ If you have the points, and enough model. Take the Librariaus conclave. It can be really brutal in supporting your army. One take Divination and one take Telepathy, the third guy pick a third psychic descipline. If against lots of vehicles then Telekinesis, if facing light hordes then Pryomancy. Or Biomancy is also the most generally good one. Cause it potentially can turn your libby into a melee monster. Good to baby sit other units and make good use of hit and run.]]></description>
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				<pubDate><![CDATA[Sat, 31 Oct 2015 14:50:55]]> GMT</pubDate>
				<author><![CDATA[ Neophyte2012]]></author>
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				<title>Re:SM psychic powers?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/668936/8227912.page"><b>Neophyte2012 wrote:</b></a><br/>If you have the points, and enough model. Take the Librariaus conclave. It can be really brutal in supporting your army. One take Divination and one take Telepathy, the third guy pick a third psychic descipline. If against lots of vehicles then Telekinesis, if facing light hordes then Pryomancy. Or Biomancy is also the most generally good one. Cause it potentially can turn your libby into a melee monster. Good to baby sit other units and make good use of hit and run.</div></blockquote><br /> At the moment I only have one Librarian but this could be something to try in the future, thanks.<br /> <br /> Ed]]></description>
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				<pubDate><![CDATA[Sat, 31 Oct 2015 15:06:49]]> GMT</pubDate>
				<author><![CDATA[ edbradders]]></author>
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				<title>Re:SM psychic powers?</title>
				<description><![CDATA[ Shrouding is also a great power from the telepathy table; since it creates a 6" shrouded bubble all units within range will be jinking for a 2+ cover.]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2015 21:15:45]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>SM psychic powers?</title>
				<description><![CDATA[ It really depends where your librarian is planning to be, telepathy and divination are both pretty much always good, biomancy is great if you have a jump pack or bike, pyromancy can be good if you are drop podding or on <span class="glossaryitem" onmouseover='gp(457);'>JP</span> or bike though it's highly situational on which army you are against, as it's only good vs lighter infantry and rarely the odd vehicle. telekinesis has one maybe 2 reliably good powers, and phsychic maelstrom costs so many warp charges<br /> <br /> i'd avoid anything but Divination, Telepathy and Biomancy until you're more confident with your army and slowly use the other two for fun... also grab that new white scars relic and use phsycic maelstrom without having to roll on the worst table, it's a crazy good power]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2015 23:03:33]]> GMT</pubDate>
				<author><![CDATA[ GAdvance]]></author>
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				<title>SM psychic powers?</title>
				<description><![CDATA[ Telepathy is verrrrrry good.. Primaris power is powerful vs many opponents. <br /> <br /> Shrouding and Invisibility are also both very good on bikes.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2015 09:05:58]]> GMT</pubDate>
				<author><![CDATA[ Btothefnrock]]></author>
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				<title>Re:SM psychic powers?</title>
				<description><![CDATA[ I think telepathy is the way to go. Thanks for the help everyone  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2015 10:21:59]]> GMT</pubDate>
				<author><![CDATA[ edbradders]]></author>
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