Captain Talon Posted March 26, 2010 Share Posted March 26, 2010 Tournament on Saturday, first time using the new wolves. So, with my Rune Priest....JOWW is a no brainer, but what else do people find to be working? Living Lightning looks decent...unlimted range for an average 3.5 shots. Tempest's Wrath...not sure if I see the point.... The big three opponents I may see run Guard ( valks, tanks, outflankers) Orcs ( big mobs of infantry) and the Tzzencth list from hell.....I can see the power requiring difficult terrain tests being useful..... I really miss the land mine Whirlwind.... Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/ Share on other sites More sharing options...
The_Betrayed_Spacewolf Posted March 26, 2010 Share Posted March 26, 2010 jaws isnt the no brainer you think it is. against the guard a good sniper but useless against mech orks definitely murderous hurricane and living lightning and tzeentch? eh ive hadnt have much luck facing those guys so im not sure. however living lightning and murderous hurricane will never treat you wrong. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334185 Share on other sites More sharing options...
CoinReturn Posted March 26, 2010 Share Posted March 26, 2010 Murderous Hurricane and Living lightning have been my go to powers. Jaws has never done anything fantastic for me, but tossing someone into dangerous terrain is always a blast. I also occasionally use Storm Caller because I always end up standing in th open and cover saves are wonderful. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334197 Share on other sites More sharing options...
imperious Posted March 26, 2010 Share Posted March 26, 2010 I would have to go with Living Lightning and Murderous Hurricane also. Jaws is nice to have around, if you bring a second Rune Priest then I would take it on him, but its far from necessary. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334205 Share on other sites More sharing options...
Wispy Posted March 26, 2010 Share Posted March 26, 2010 Living Lightning always works. Great transport popper. Murderous Hurricane I've yet to make work. Honestly, the only reason I take him is for the Runic Weapon. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334227 Share on other sites More sharing options...
whitewolfmxc Posted March 26, 2010 Share Posted March 26, 2010 furry of the wolf spirit inst working for me nor is jaws , living lightening and murderous hurricane is working though Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334235 Share on other sites More sharing options...
EricBasser Posted March 26, 2010 Share Posted March 26, 2010 I generally try and take Living Lightning and Storm Caller in a Mech list. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334247 Share on other sites More sharing options...
Captain Talon Posted March 26, 2010 Author Share Posted March 26, 2010 Why Storm Caller in a Mech List? Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334258 Share on other sites More sharing options...
HERO Posted March 26, 2010 Share Posted March 26, 2010 Living Lightning, Murderous Hurricane and Jaws are the three that I would pick. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334272 Share on other sites More sharing options...
CarlSkaven Posted March 26, 2010 Share Posted March 26, 2010 Against Orcs JOTWW is a no brainer for real. Last game it took out 23 orks in one go! Living lightning IS my No brainer. S7 D6 hit is always nice against anything. Murderous hurricane is always ALWAYS good Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334277 Share on other sites More sharing options...
Firedrake28 Posted March 26, 2010 Share Posted March 26, 2010 Why Storm Caller in a Mech List? Because cover saves for vehicles are good. :P Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334295 Share on other sites More sharing options...
Captain Talon Posted March 26, 2010 Author Share Posted March 26, 2010 Why Storm Caller in a Mech List? Because cover saves for vehicles are good. :) There are questions about whether you can use it for vehicles, even after the FAQ. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334310 Share on other sites More sharing options...
CainTheHunter Posted March 26, 2010 Share Posted March 26, 2010 Tempest's Wraith is good also - against Eldar/Dark Eldar and Necron destroyer lists. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334390 Share on other sites More sharing options...
Wildfire Posted March 26, 2010 Share Posted March 26, 2010 I'd go Jaws and Living Lightning with your meta, assuming you make your priest mobile. Sniping out orky power fists will win you the game vs big mobs, d6 S7 shots on side armor will pop just about anything guard has, and vs. Tzeentch the staff will only help if you're within 24". Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334468 Share on other sites More sharing options...
Wolf Guard Hengist Posted March 26, 2010 Share Posted March 26, 2010 Why Storm Caller in a Mech List? Because cover saves for vehicles are good. :) There are questions about whether you can use it for vehicles, even after the FAQ. I don't see whats to question, Units within 6" get a 5+ cover save. Units can be vehicles, infantry, MC in my eyes. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334473 Share on other sites More sharing options...
Guganation Posted March 26, 2010 Share Posted March 26, 2010 Why Storm Caller in a Mech List? Because cover saves for vehicles are good. :) There are questions about whether you can use it for vehicles, even after the FAQ. I don't see whats to question, Units within 6" get a 5+ cover save. Units can be vehicles, infantry, MC in my eyes. Seen it used in Battle Reps from tourneys, so I'm guessing it's deemed as 'ok' by most. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334476 Share on other sites More sharing options...
calgar101 Posted March 26, 2010 Share Posted March 26, 2010 Take Njal then yo udont have to worry on what powers to take :) What i do as well as a second Rune Priest with Living lightning and Jaws. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334489 Share on other sites More sharing options...
Aeddon Posted March 26, 2010 Share Posted March 26, 2010 Damn it calgar you beat me too it! I run Njal a lot and he's worked out great for me, the 3+ to nullify enemy psychic powers would really help against Tzeentch too. If you just cannot afford him right now (points-wise or fiscally) than I'd say JotWW and LL. They've both served me well but I can also see how MH would help out against these armies too. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334543 Share on other sites More sharing options...
Captain Talon Posted March 26, 2010 Author Share Posted March 26, 2010 Why Storm Caller in a Mech List? Because cover saves for vehicles are good. :D There are questions about whether you can use it for vehicles, even after the FAQ. I don't see whats to question, Units within 6" get a 5+ cover save. Units can be vehicles, infantry, MC in my eyes. The way the arguement goes is this: In the main rulebook (BRB) a vehicle only gets a cover save for glan/pen hits if it is obscured. Cover saves without obscuring only protect against wounds. Vehicles do not have wounds, and since Storm Caller does not say it obscures a vehicle, they do not get to take the cover save. I totally don't get that arguement. Here's a link for you... Storm Caller Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334644 Share on other sites More sharing options...
Spacefrisian Posted March 26, 2010 Share Posted March 26, 2010 I go jawss all the way, and another random flavor power. Thunderclap is also nice against orcs. Before cc is done, you go clap youre hands everybody and youll see the orcs dissapear before you Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334792 Share on other sites More sharing options...
EricBasser Posted March 26, 2010 Share Posted March 26, 2010 lol, sorry. Just read the last post, and the "You go clap your hands everybody" reminded me of Revenge of the Nerds. ;) "Clap your hands everybody, and everybody clap your hands. We're Lambda Lambda Lambda and Omega Mu. We come here on stage tonight to do our show for you. We got a rockin' rhythm and a hi-tech sound that'll make you move your body down to the ground. We got Poindexter on the violin, and Lewis and Gilbert will be joining in. We got Booger Presley on the mean guitar and a rap by little ol' me Lamar. We got Takashi beating on his gong, the boys and the Mu's are clapping along. And just when you thought, ya seen it all, along comes a Lambda four foot tall. So Wormser come on out here on the floor, so we can move our bodies, like never before. Break!" I think I might just need to start singing/playing this next time I use Thunderclap. :) Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334811 Share on other sites More sharing options...
Simo429 Posted March 26, 2010 Share Posted March 26, 2010 got to be living lightening Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334855 Share on other sites More sharing options...
pucadubh Posted March 26, 2010 Share Posted March 26, 2010 Why Storm Caller in a Mech List? Because cover saves for vehicles are good. :) There are questions about whether you can use it for vehicles, even after the FAQ. I don't see whats to question, Units within 6" get a 5+ cover save. Units can be vehicles, infantry, MC in my eyes. The way the arguement goes is this: In the main rulebook (BRB) a vehicle only gets a cover save for glan/pen hits if it is obscured. Cover saves without obscuring only protect against wounds. Vehicles do not have wounds, and since Storm Caller does not say it obscures a vehicle, they do not get to take the cover save. I totally don't get that arguement. Here's a link for you... Storm Caller The dakka storm caller link was closed due to the crazy arguing going on. If smoke launchers can 'obscure' a tank with smoke then the same logic applies to "furious blizzards" and a "vortex of ice and snow". The faq could have left it at squads if they didn't want to include vehicles but they changed it to units. Vehicles are clearly units as per the army list e.g. Rhino -> Unit Type: Vehicle(Tank) Works for me and if you don't agree we can roll a D6 for it, on a 1-3 you are correct and I don't get the save but on a 4-6 I make the save ;-) Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334973 Share on other sites More sharing options...
Captain Talon Posted March 26, 2010 Author Share Posted March 26, 2010 I'm in total agreement. The one guy on there was claiming that since the power does not say the vehicle is obscured, it does not get a cover save. He's interpeting backwards, in my opinion. Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2334995 Share on other sites More sharing options...
The_Betrayed_Spacewolf Posted March 26, 2010 Share Posted March 26, 2010 most rule arguments on the internet tend to have parties of people who don't really know what they are talking about. dakka and warseer are two such places. sit down with your gaming group and discuss your position and see what they say. they not the people on the internet are the ones that matter Link to comment https://bolterandchainsword.com/topic/195955-sw-psychic-powerswhats-working-whats-not-tips-etc/#findComment-2335033 Share on other sites More sharing options...
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