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Is Thunderclap a power that should be used?


djoguit

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I was thinking of using the power but I aint sure because no one seems to use it.

 

I tough of using it in close combat but then again its a shooting psychic attack. So is it done in the shooting phase?

 

It would be great of a poer if it could be used when locked in combat.

 

As anyone ever wondered about this or do the rules restrain from using this power as I imagine.

its a shooting attack and so the priest would be unable to cast in if involved in combat. also the unit he was targetting (the one under the template) can't be locke in an assault as it is not a valid target.

 

if it were more like the GK power holocust (large blast, str 5 ap 5 iirc) that was used as an additional attack at initiative 1 then it would have been a better bet ad would have been taken by more people.

as it is, i can't see how it is anywhere near as effective as some of the other powers there are to choose from

I would never take it, there are many others that rank far above it. It even comes after JotWW.

 

"Even?" My friend, I think you're underselling JotWW. Thunderclap is a true turkey of a power - the only time it would be useful is against things the Rune Priest will butcher in CC anyway (Guardsmen, basically). Njal might occasionally cast it because he *can,* but I suspect Fury of the Wolf Spirits and Murderous Hurricane will substantially outkill it at close range most of the time. JotWW, on the other hand, is monstrously good against a number of armies (Tau, Necrons, Zilla Nids, certain Eldar Builds) and reasonably useful in virtually any match except Dark Eldar and full Jump Pack BAs.

 

It's also a powerful psychological weapon. Even if there's only a 1 in 6 chance of killing something with JotWW, nobody wants to see their 250 pt Special Character get dropped into a pit, and so they'll often avoid or bum rush the Rune Priest, even if it isn't the optimal strategic option.

 

-Stormshrug

I wouldnt bring Jaws in an all-comers list. The things its useful against are not the things I want to be targetting really. Its a lot better than thunderclap, but its still at the bottom of my list. I dont want my Rune Priest getting bumrushed, theyre annoying/effective enough that people put them high on their priorities as it is. I certainly dont want him taken out faster because they know he has Jaws.

 

Im sure it works well for some people, but I think its incredibly overrated. Ties with Fury for me.

I wouldnt bring Jaws in an all-comers list. The things its useful against are not the things I want to be targetting really. Its a lot better than thunderclap, but its still at the bottom of my list. I dont want my Rune Priest getting bumrushed, theyre annoying/effective enough that people put them high on their priorities as it is. I certainly dont want him taken out faster because they know he has Jaws.

 

Im sure it works well for some people, but I think its incredibly overrated. Ties with Fury for me.

 

 

Eh, to each his own, I suppose, but if a power is so good that it makes people want to target him first, that seems to be pretty strong proof of its effectiveness. People don't get afraid of something because of all the times it *didn't* screw them over.

 

How do you rank the powers, then, for "all comers" purposes? I'm surprised you like Tempest's Wrath more than JotWW for one thing, since, if anything, it's even more situational, even if it's absurdly good in certain matches.

 

-Stormshrug

Seems like Murderous Hurricane is a similar / much more effective version of this power

 

I think TC has more *edit* reliability *edit* because you place the template and can get a guaranteed high body count.

 

MH could potentially be 3 models only

 

Still, as I noted above, TC has such limited usage I only see Njal players ever casting it.

Seems like Murderous Hurricane is a similar / much more effective version of this power

 

 

I normally take MH. Just wish it was higher than a STR 3 attack. I fight a lot of Chaos Marines and wounding on a 5+ is just not working as well as I would like.

I dont want my Rune Priest getting bumrushed, theyre annoying/effective enough that people put them high on their priorities as it is. I certainly dont want him taken out faster because they know he has Jaws.

Thats in my opinion a bad reason. Good oponents always do what hurts you the most...

its a shooting attack and so the priest would be unable to cast in if involved in combat. also the unit he was targetting (the one under the template) can't be locke in an assault as it is not a valid target.

 

if it were more like the GK power holocust (large blast, str 5 ap 5 iirc) that was used as an additional attack at initiative 1 then it would have been a better bet ad would have been taken by more people.

as it is, i can't see how it is anywhere near as effective as some of the other powers there are to choose from

 

Incorrect, it can be used in the assault phase while involved in combat, you should read the entry more closely.

My opinion of the power however, is it sucks, you can have much better powers.

I wouldnt bring Jaws in an all-comers list. The things its useful against are not the things I want to be targetting really. Its a lot better than thunderclap, but its still at the bottom of my list. I dont want my Rune Priest getting bumrushed, theyre annoying/effective enough that people put them high on their priorities as it is. I certainly dont want him taken out faster because they know he has Jaws.

 

Im sure it works well for some people, but I think its incredibly overrated. Ties with Fury for me.

 

 

Eh, to each his own, I suppose, but if a power is so good that it makes people want to target him first, that seems to be pretty strong proof of its effectiveness. People don't get afraid of something because of all the times it *didn't* screw them over.

 

How do you rank the powers, then, for "all comers" purposes? I'm surprised you like Tempest's Wrath more than JotWW for one thing, since, if anything, it's even more situational, even if it's absurdly good in certain matches.

 

-Stormshrug

Its like Wraithlords, for years marine players and many others were scared to death of them... for no good reason. In a balanced list theres simply plenty of things that can wipe them off the table. Currently theres a similar fad with Razorbacks, and who knows what will be next. Just because something is psychologically powerful doesnt mean it actually IS powerful.

 

Anyways, My top 2 are Murderous Hurricane and Stormcaller, for the large volume of shots and the mobility penalties of former and for the protection against low AP weapons, or the free smoke, of the latter. I have a use for each in every single game I play. The simple fact of Difficult and Dangerous Terrain tests perhaps two or three times in one turn is amazing against enemy assault units, I simply cannot stress it enough.

 

After that comes Tempests Wrath. Alot of armies have one of the three unit types included in its effects, or at the very least deep strikers. I think this is actually a good secondairy power for those Rune Priests who arent taking Master of Runes, particularly with an offensive power.

 

Living Lightning is my second favorite offensive power, if nothing else simply for the unlimited range. S7 is good against most transports and light harrassing vehicles like Vypers and Speeders youll find, its volume of fire is likewise excellent. Ill take this instead of Murderous Hurricane in any enviroment where I expect to see few assault units, or a huge primacy of Marine armies.

 

Fury and Jaws come next. Fury suffers from a lack of focus in my opinion. Its not bad, but a 12" range really limits its utility on a support HQ. Jaws I find is very situational, rather hit or miss, and the true threats in most opposing armies tend to be heros or MCs with a high iniative. If the I stat is low enough for jaws to be reliable- ie kill more than 50% of the time then frankly my GHs and BCs can probly handle it in CC, if not in shooting. Carnifexes are an obvious exception, but I wont take this power just for the chance that I run into a GUO or a Carnifex.

 

Thunderclap is dead last. SWs already have plenty of CC attacks to deal with hordes. Its incredibly short range and low S value completely destroy the utility of this power in my eyes. About the only situation I can see it being any good in is if I choose to take my priest in alone against a large gaunt squad or IG platoon, where its somewhat useful... but even then, Ill likely do as much damage with MH, at a longer range. I really dont know what they were thinking here.

 

And @CA: we dont have any offensive powers that can be used in CC, I dont know where your getting that.

 

I dont want my Rune Priest getting bumrushed, theyre annoying/effective enough that people put them high on their priorities as it is. I certainly dont want him taken out faster because they know he has Jaws.

Thats in my opinion a bad reason. Good oponents always do what hurts you the most...

Wich is why I prefer to hit my enemy from angles he doesnt think about. Example: I enjoy footslogging lists, and enjoy alot of success with them, often because most of my opponents underestimate the firepower and speed such a list can have.

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