maverik_girl Posted March 12, 2011 Share Posted March 12, 2011 Hiya :D I would like to know which psychic powers you all prefer, and which two powers is a must in your list, and which is good against most armies out there. ps I dunno what it is, but thunderclap sounds more like an std. is it even worth using? Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/ Share on other sites More sharing options...
maverik_girl Posted March 12, 2011 Author Share Posted March 12, 2011 the reason why I ask is because I'd like to have several Rune Priest. I want a nice all around, A-Team. I really like Murderous Hurricane and Living Lightning, but if I have two other Rune Priest..... I don't really know what powers to give them. Jaws of the World Wolf sounds appealing but how effective is it? does it go up a hill? if I target a model on a higher level than my Rune Priest? as in my guy is on the table, and my target is ahead of me but he's on a higher hill. Does it still work? Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686503 Share on other sites More sharing options...
Grey Mage Posted March 12, 2011 Share Posted March 12, 2011 Murderous Hurricane if hes going in a transport, along with Tempests Wrath or Stormcaller. Stormcaller works great if youll have formations of vehicles- cover saves for a spearhead of transports is amazingly helpful. Tempests Wrath if you have alot of jump infantry, eldar, tau, or daemons in your area. Dont forget- disembarking is a move, and units inside transports count as deepstriking if their transport- say a drop pod- did. I find jaws subpar. It doesnt work in 3 dimensions, most of the juicy targets easily make their saves... meh. Living lighting is good stuff. Lots of shots, unlimited range, good medium strength firepower. Solid power. Thunderclap... I dont get. If you could use it in CC, it might be worth looking at. As is, its easily the worst of the bunch. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686521 Share on other sites More sharing options...
maverik_girl Posted March 12, 2011 Author Share Posted March 12, 2011 Stormcaller works great if youll have formations of vehicles- cover saves for a spearhead of transports is amazingly helpful. could you please explain more on this, as in how and stuff ^_^ that and I don't know what a spearhead is or what formation to do or use?! sorry I'm still learning ;) Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686529 Share on other sites More sharing options...
Simo429 Posted March 12, 2011 Share Posted March 12, 2011 Living Lightning and Murderous Hurricane are my essential ones. With Razorspam and Vendetta spam Living lightning is great for taking down light armoured vehicles and MH allows you to slow down assault units. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686567 Share on other sites More sharing options...
Kassill Posted March 12, 2011 Share Posted March 12, 2011 I dont leave home without Living Lightning. As for my second power, it varies. <_< Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686583 Share on other sites More sharing options...
Sigmund Hammerhand Posted March 12, 2011 Share Posted March 12, 2011 could you please explain more on this, as in how and stuff. that and I don't know what a spearhead is or what formation to do or use?! sorry I'm still learning Spearhead just refers to a bunch of armoured transports like Rhinos moving up the battlefield together. What you want is to have the rune priest in the middle rhino, and the other one or two within 6 inches of the priest's rhino. That way, using storm caller, they'll all get that 5+ cover save. All your other vehicles that advance together with this spearhead can hide behind the lead transports and benefit from a 4+ cover save thanks to being obscured. If I take a rune priest, I usually go for living lightning and jaws of the world wolf. It's invaluable against tyranids and orks. It doesn't work on higher levels or up hills or anything, but every now and then, there is a really juicy target for it to take out. Living lightning is the power that I use most of the time, so when there is no target for jaws, I don't lose anything by not casting it. The reason I don't use him to give my advancing rhinos cover saves is that they usually contain troops with meltas and power fists that are meant to get stuck in close combat, and that's the last place the rune priest wants to be, seeing as he's very vulnerable there, and doesn't get to use his awesome psychic powers. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686591 Share on other sites More sharing options...
Hear da Lamentation Posted March 12, 2011 Share Posted March 12, 2011 Stormcaller works great if youll have formations of vehicles- cover saves for a spearhead of transports is amazingly helpful. I believe he is talking about having a number of vehicles together, moving towards the enemy together. Stormcaller gives every unit within 6" of the Priest a 5+ cover save. This is very good for vehicles. Answering the original post, my standard powers are always Murderous Hurricane and Jaws. MH gets used a lot and the ability to slow a unit down by having to roll move through cover for move AND assault (and forcing them to take dangerous ground tests each time - roll a 1 and you lose a wound) is great for small elite troops and hoardes. The 3d6 str3 attacks is also nothing to be sniffed at. I've killed a few termies with this power before. Jaws is great for those nasty MC, but also good against storm shield termies and sniping out HQs. You have to be offensive with your priest with these powers though, because the range is 18" and 24". I like it this way though. If I had 2 RP I would definitely add the stormcaller though. Really nice to have a mobile cover save for vehicles. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686594 Share on other sites More sharing options...
Wulfebane Posted March 12, 2011 Share Posted March 12, 2011 and I don't know what a spearhead [is] Think Mighty Ducks "Flying 'V' " formation. >.> Designed to form a wedge or spearhead at a weak point in a line of defense and pry it open. Say you wanted to attack everything in a straight line, such as a marching wall... then everything is spread out in the open, waiting to take fire. Alternately, if they were in a bee line formation, only the guys in front could shoot (or be shot at) and the rest are wasted sitting in the back of the line. A spearhead formation allows you to focus on a single point in the enemy's defenses. Put your tough guys on point to lead the charge, support along the edge of the blades, and your more vulnerable troops in the center, protected by those mentioned. Then send that spear flying. Not saying this is what you should or shouldn't use as a strategy, just explaining the term. I'm sadly at a loss as to what formations are preferable also. Ultimately, it's a preference. Are you the young 'Claw eager to get blooded, or the seasoned Long Fang holding your ground and letting them come to you? Anything in between that is a grey (hunter, get it?!) area and it's all on preference. You seem to like Fenrisian wolves and a Wolf priest to lead your Hunters into CC, so I'd guess you like to charge, but not go berserk with it like a 'Claw might. I personally like hit and run tactics which keep me in the defensive a lot, so I don't really have any advice on taking the fight to them. I prefer Jaws and Living Lightning, mostly because of aesthetics, though I enjoy giving T-Clap to my RP in terminator armor after my Crusader drops him and some buddies off at the front line of a horde of light armored enemies. Outside of an actual strategic suggestion, I hope this helped. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686596 Share on other sites More sharing options...
nurglez Posted March 12, 2011 Share Posted March 12, 2011 for me, its murderous hurricane and living lightning as standard, when i take a rune priest I generally only take one, and this is what he takes (I use a logan wing so storm caller is kinda useless for me). If running a more normal list with vehicles I'd be tempted to take 2 and have storm caller on one of them, to provide obscured saves. Jaws, hmmm, only tried it out once and it wasn't that great, though I can see how it could be. I make my list as an all comers list, and against my friend who plays nids it would be too powerful, while against other armies it might not be that great, hence me choosing to not use it. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686676 Share on other sites More sharing options...
Fred Johnson the 3rd jr Posted March 12, 2011 Share Posted March 12, 2011 Adding to the chorus, LL and MH are my top choices. If I run a second, LL and something else, possibly TW or SC. (Tempest's Wrath is a decent option if Stormraven "spam" starts showing up). Some people are in love with Jaws but I think it is a bit cheesy and worse, not as useful against as many opponents. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686691 Share on other sites More sharing options...
chaplain belisarius Posted March 12, 2011 Share Posted March 12, 2011 storm caller and living lightning are always useful! :) Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686697 Share on other sites More sharing options...
Valerian Posted March 12, 2011 Share Posted March 12, 2011 Living Lightning is my preferred power, with Muderous Hurricane or Tempests Wrath coming in close to each other for second place. TW is great against certain builds that rely on spamming specific unit types. MH is more generic. Also, Mav's Girl, since you are new to the game you might find my Guide to Army Building helpful; just look for the link in my signature block, below. Welcome aboard, Valerian Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686718 Share on other sites More sharing options...
maverik_girl Posted March 12, 2011 Author Share Posted March 12, 2011 wow thanks guys! really helpful replies. I guess I have homework to do when I get home from work. You'll have to excuse me, I'm half a zombie right now.... working late at hospital. So which powers can I use inside a rhino/land raider/razorback besides stormcaller? And could a chooser of the slain contest an objective? Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686955 Share on other sites More sharing options...
Wulfebane Posted March 12, 2011 Share Posted March 12, 2011 And could a chooser of the slain contest an objective? I doubt it. It's more or less considered terrain after deployment, since it can't die or be moved. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686962 Share on other sites More sharing options...
maverik_girl Posted March 12, 2011 Author Share Posted March 12, 2011 well I meant at the start of the game you place your chooser ontop of an objective. Sure its part of the terrain, but isn't it also part of your army? even if it's only sitting there unable to move or killed. It is still part of your wargear, even if it cannot claim the objective, and you paid for this wargear, could you at least contest the objective? doesn't certain wargear count as being a part of your army? so it's a part of the rune priest, just like a thunderwolf mount is to a wolf guard. Only difference is, the chooser is separate and stationary. I dunno, just a thought! okay back o. My hour break thanks again for all the help and advice <_< Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2686978 Share on other sites More sharing options...
Eikrem Posted March 12, 2011 Share Posted March 12, 2011 So which powers can I use inside a rhino/land raider/razorback besides stormcaller? And could a chooser of the slain contest an objective? You can use any of the psychic powers from inside a Rhino, but Land Raiders and Razorbacks have no fire points in them so you wouldnt be able to use any if your RP were inside them. I dont think the Chooser can contest objectives but, to be honest, Id never thought of it before. Would be handy if they could though. Ill leave it to those longer in the tooth to answer that definitevly. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687015 Share on other sites More sharing options...
Sigmund Hammerhand Posted March 12, 2011 Share Posted March 12, 2011 I dont think the Chooser can contest objectives but, to be honest, Id never thought of it before. Would be handy if they could though. Ill leave it to those longer in the tooth to answer that definitevly. They definitely cannot contest objectives. Mainly because they can't be destroyed, therefore it'd be rather unfair if they could. Imagine what that'd be like in capture and control (or whichever the one with 2 objectives is - I'm forever getting them mixed up). You'd effectively force any opponent to come to you in order to even get a draw. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687035 Share on other sites More sharing options...
Eikrem Posted March 12, 2011 Share Posted March 12, 2011 I dont think the Chooser can contest objectives but, to be honest, Id never thought of it before. Would be handy if they could though. Ill leave it to those longer in the tooth to answer that definitevly. They definitely cannot contest objectives. Mainly because they can't be destroyed, therefore it'd be rather unfair if they could. Imagine what that'd be like in capture and control (or whichever the one with 2 objectives is - I'm forever getting them mixed up). You'd effectively force any opponent to come to you in order to even get a draw. Thought that was the case, would've been pretty incredible if they could for any objective based missions really, not just for the one with two objectives. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687044 Share on other sites More sharing options...
maverik_girl Posted March 13, 2011 Author Share Posted March 13, 2011 anything in your or your opponents army can contest the objective as long as its not terrain (ie a vehicle that has been wrecked or destroyed) Only certain units can take an objective though from http://www.bolterandchainsword.com/index.p...howtopic=223861 as I understand it, choosers aren't considered as terrain, or are they? they just look the part and land ontop of said terrain. They re wargear right? and are a part of a unit (infantry/Rune Priest) is that right? or am I wrong? I guess its a legitimate reason why there aren't allot of things in 40K that you aren't able to destroy, for this very reason. Maybe it's a loophole? maybe it's not... but if it's legal, then it's another way to make good use of the wargear. If it's true, then I would count myself lucky! Sorry guys, I'm just trying to clarify the rules. I'm not trying to argue about it as I'm still very new to the game. You guys all know more about 40K and the rules than I do. But I'd like to know where it states, that choosers are not able to contest on the big rule book? I just wanna look that up, and understand the rules better. I guess it's the same as a homing beacon, for other Space Marines, since I think it also can't be destroyed. Oh well, its something to think about I guess?! Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687074 Share on other sites More sharing options...
Grey Mage Posted March 13, 2011 Share Posted March 13, 2011 Stormcaller works great if youll have formations of vehicles- cover saves for a spearhead of transports is amazingly helpful. could you please explain more on this, as in how and stuff :P that and I don't know what a spearhead is or what formation to do or use?! sorry I'm still learning :P Sure. So lets say you have a Landraider, and inside it is a Rune Priest with stormcaller. Maybe hes got some wolfgaurd in there with him. Next to it, about 3" away and a little back are rhinos with Grey Hunters in them. He casts stormcaller- wich gives all units within 6" a 5+ cover save. Well, since vehicles are a unit, that means his landraider gets it. Since hes in the Raider we measure from there and find that the rhinos are also going to get a 5+ cover save as they advance. Since they advance as a kind of super-unit, operating together for mutual support as they claim enemy objectives I call it a 'spearhead'. You know, the dangerous part you push towards your enemy. You can use alot of formations- Ive seen the above, or a rhino with the Rune Priest following behind a line of a Landraider flanked by two vindicators. Anyway you want really. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687211 Share on other sites More sharing options...
maverik_girl Posted March 13, 2011 Author Share Posted March 13, 2011 Thank you! :lol: umm so if I get my Rune Priest the masters of the runes, and each time I use a power, I test for perils of the warp? has anyone lost their Rune Priest to the perils? do I have to take perils of the warp if I'm trying to nullify my opponents powers with my runic weapon, and just roll the 4+ on the runic weapon. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687234 Share on other sites More sharing options...
Grey Mage Posted March 13, 2011 Share Posted March 13, 2011 Each timeyou test, there is a chance of perils. The test is to see the power go off. And yeah, it happens sometimes, but not often. And no- you dont test to nullify, so theres no chance of perils. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687241 Share on other sites More sharing options...
postal105 Posted March 13, 2011 Share Posted March 13, 2011 i lost 2 rune priest tonight to perils of the warp it kind of sucked so i am starting to think the 20 point's for the runic armor is a good idea considering it happened in 2 different games. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687295 Share on other sites More sharing options...
Zzo Posted March 13, 2011 Share Posted March 13, 2011 i lost 2 rune priest tonight to perils of the warp it kind of sucked so i am starting to think the 20 point's for the runic armor is a good idea considering it happened in 2 different games. RA won't help you, perils ignore armor. Link to comment https://bolterandchainsword.com/topic/224588-rune-priest-psychic-powers/#findComment-2687298 Share on other sites More sharing options...
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