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Your Rune Priest


Hear da Lamentation

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After playing the 'Nids last time and finding the JWW too powerful (in my opinion only of course) I still want to use the Rune Priest, but want to try a different power combination.

 

I love the Living Lightning, so what to go for next?

 

At the moment I am playing against 'Nids and DeathWing termies.

 

(The Rune Priest tends to be in a rhino with a pack of Grey Hunters)

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You can freely change your psychic powers before each game, so Living Lightning is good for both then take Tempests Wrath to mess with the DeathWing as they try to Deep Strike near your lines, and Murderous Hurricane to slow down the onslaught of Tyranids.

 

V

You can freely change your psychic powers before each game, so Living Lightning is good for both then take Tempests Wrath to mess with the DeathWing as they try to Deep Strike near your lines, and Murderous Hurricane to slow down the onslaught of Tyranids.

 

V

 

I would look at page 37 of our codex more closely. You are locked into your powers at creation...they are not variable tools. If you are playing friends they may not care but tournament rules would not allow it

You have to pick your powers when you pick the army with SW, so you can't change up between games in a tournament. Obviously if these are just friendly ames you can do whatever.

 

 

I also recommend Tempest's Wrath for the Deathwing though. As long as you get first turn, you could really through a wrench in your opponent's plans.

You can freely change your psychic powers before each game, so Living Lightning is good for both then take Tempests Wrath to mess with the DeathWing as they try to Deep Strike near your lines, and Murderous Hurricane to slow down the onslaught of Tyranids.

 

V

 

I would look at page 37 of our codex more closely. You are locked into your powers at creation...they are not variable tools. If you are playing friends they may not care but tournament rules would not allow it

 

 

He specifically stated that he is playing his buddies at home, and not in a tournament- which is why he wants a power other than JotWW, because he doesn't want to suck all of the fun out of the game for his 'Nid playing pal.

 

Edit: okay, he may not have made that clear at the beginning of this post, but I knew that he was playing his buddies at home, as I've been helping him out with a few things through PMs.

 

V

Tempests wrath/living lightning is a great combo, and would have is uses aginst both opponents but particularly deathwing.

 

Plasma fire would also be very effective against both nids and deathwing - neither can cope with 'plasma death' forces. Neither will alot of your force... :lol:

Hi, in my first game I used Jaws of the world wolf, and the freki-geri wolf launcher, but never actually got to use freki-geri at all, so dropped it.

 

Next game, I took Jaws of the world wolf & Living lightning, combined with chooser of the slain. My librarian sat back with my long fang squads, and blasted away with living lightning, causing far more casualties than I did with jaws, and remaining safely on my back line....

 

So although I havent played many games with the new army, I think living lightning is my power of choice, if I take chooser of the slain.

Thanks guys. Murderous hurricane and Tempests Wrath seem to be the choices there. Sounds good to me.

 

I am indeed, just playing my mates at home .. but it might be fun to try to make 1 army - and see many battles it can play before losing.

 

One question on psychic shooting attacks, because this is still causing some confusion. Do you need to roll BS to hit with these? (eg living lightning)

the vast majority of psychic shooting attacks require you to roll to hit. these are the ones with true profiles, e.g living lightning is D6 Str 7 shots with unlimited range. you roll your d6 for the number of shots then roll to hit for each of those.

some don't require you to hit, in which case they will say things along the line of, the unit take X amount of hits (murderous hurricane for instance) or the method of firing will overide the to hit roll (JOWW for instance, or the flamer one in C:SM)

 

regardless of whether you need to roll to hit or not you can still only use one power at a time

the vast majority of psychic shooting attacks require you to roll to hit. these are the ones with true profiles, e.g living lightning is D6 Str 7 shots with unlimited range. you roll your d6 for the number of shots then roll to hit for each of those.

 

Wow, well I was playing that wrong then, so it generates 'd6 shots' which roll to hit, fair enough, should really clarify that in its description (I know its a 'shooting' attack, but its not that clear).

its in the 'Psychic Shooting Attack' rules in the BRB. basically it states that they follow all the rules for firing a weapon. the only time that would be overuled is if the codex states that it uses a different shooting setup.

 

so living lightnin with a statline of

 

Range, unlimited Str 7 AP 5 Assault D6

 

is treated as a normal assault weapon and so requires you to roll for each 'shot' that the power generates. the same with Fury of the Wolf Spirits where it gives the range, Str, Ap and number of shots.

 

Murderous Hurricane is different, it doesn't give a full profile lke those abopve, but instead says 'the target unit takes 3D6 Str 3 hits with no AP...' and as such it 'hits' automatically.

 

Thunderclap doesn't require a roll to hit as it is a template weapon.

 

JOWW doesn't require a to hit roll as it is in effect a template, 24" line at board level.

 

unless specified otherwise all the other shooting rules apply, line of sight, targetting restrictions etc although there is a debate about JOWW that i'm not going into and would appreciate if others don't bring it up here.

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