Hear da Lamentation Posted July 8, 2012 Share Posted July 8, 2012 What is the general feeling so far out there about whether to keep the rp powers or go for the new ones.? For the sake of this question I am talking about armies where only 1rp is chosen Link to comment https://bolterandchainsword.com/topic/255985-runepriest/ Share on other sites More sharing options...
ulllyssies0110 Posted July 8, 2012 Share Posted July 8, 2012 Most likely I'll be keeping the SW ones. Cause I think the more Fluffy Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3114348 Share on other sites More sharing options...
Kassill Posted July 8, 2012 Share Posted July 8, 2012 It depends really, what is the role of the Rune Priest in your army? Is he more at the front doing the fighting or is a support character you keep back? For just 1, I too would probably just keep the Codex Powers, but that being said I could also see one taking 2 spells from the Divination Discipline (1 being the primaris power) and doing fairly well. Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3114380 Share on other sites More sharing options...
Guest Drunk Guardian Posted July 8, 2012 Share Posted July 8, 2012 Divination and Biomancy are both a lot of fun. Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3114395 Share on other sites More sharing options...
Lord Ragnarok Posted July 8, 2012 Share Posted July 8, 2012 I will be fielding three. one with the new powers, but this could change. Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3114409 Share on other sites More sharing options...
Bay Posted July 8, 2012 Share Posted July 8, 2012 I've tryed Divination and it was very useful/fun. It also works well for supporting attached units and surrounding units.... I would definitely recommend trying it. Â Â Best of luck. Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3114463 Share on other sites More sharing options...
Wolfsbane Posted July 8, 2012 Share Posted July 8, 2012 Since you pick powers now at the beginning of a game, it all depends on what I'm up against. Biomancy is great for kitting out a hero hunter rune priest, but against anything that has an initiative of 3 or less I will keep jaws. Living lightning is still great against DE and IG with their large amounts of lower armored vehicles. Murderous Hurricane is going to get better and better as people get butt hurt over hull points and foot lists become more popular. That being said, it comes down to play style and your opponent. Â Keep jaws against DE is silly, Murderous Hurricane against Deathguard biker spam is silly, and having any powers against a double farseer enemy is pointless. Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3114524 Share on other sites More sharing options...
thor1234 Posted July 9, 2012 Share Posted July 9, 2012 my single priest is running with divination and TDA.....(clarification on whether rune weapons are unusual force weapons or not would be handy to know as he is modeled with an AXE) he runs with 10 GH with dual plasma guns and a WG W/Combi-plas is my last game i was able to get off re-rolls to hit at rapid fire distance into a full tac squad of marines, downing 6 with the plasmas alone!! then later they were whittled down to just the priest and banner (some bad luck on my part) then in my turn i threw up 4++ power on him and banner, declared banner as a squad of TH/SS termies charged in, inflicting 9 wounds in total, but the banner bearer took all 9 to face! either passed 4++ every time, or as i had rolled no less than 5 1's on the saves, the banner re-rolled and only failed on the final invul...... allowing the priest to decapitate 3 termies with his Axe (as i say not sure if he can count as a 'force' axe or not, but it was a friendly) anyway back on topic...... Â divination will be my powers of choice for the foreseeable future Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3115047 Share on other sites More sharing options...
Roland Durendal Posted July 9, 2012 Share Posted July 9, 2012 I've been toying around with 1-2 RP's and giving both of them a combo of Divination and Biomancy. So far, I enjoy it Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3115366 Share on other sites More sharing options...
Chucku Posted July 9, 2012 Share Posted July 9, 2012 Divination and Biomancy are both a lot of fun. Â Yep. The SW powers are almost all shooty. I like being able to twin-link Long Fangs instead! Â However there is a cool combo to consider with two rune priests. The first takes the Telekinisis primaris power Assail. The other takes JotWW. The first hits a target with Assail, aiming for a high value target model. If that attack is successful (has to wound, saved or not, and not be nerfed by Deny the Witch) that model's Initiative will be halved - though not for MCs or vehicles. Then follow up with JotWW from the second rune priest. :D Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3115500 Share on other sites More sharing options...
Toasterfree Posted July 9, 2012 Share Posted July 9, 2012 However there is a cool combo to consider with two rune priests. The first takes the Telekinisis primaris power Assail. The other takes JotWW. The first hits a target with Assail, aiming for a high value target model. If that attack is successful (has to wound, saved or not, and not be nerfed by Deny the Witch) that model's Initiative will be halved - though not for MCs or vehicles. Then follow up with JotWW from the second rune priest. :lol: Â OMG i am so using this at feast! Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3115724 Share on other sites More sharing options...
Heimdall Skullcrusher Posted July 9, 2012 Share Posted July 9, 2012 Since you pick powers now at the beginning of a game, it all depends on what I'm up against. Biomancy is great for kitting out a hero hunter rune priest, but against anything that has an initiative of 3 or less I will keep jaws. Living lightning is still great against DE and IG with their large amounts of lower armored vehicles. Murderous Hurricane is going to get better and better as people get butt hurt over hull points and foot lists become more popular. That being said, it comes down to play style and your opponent. Keep jaws against DE is silly, Murderous Hurricane against Deathguard biker spam is silly, and having any powers against a double farseer enemy is pointless.  Is this really true? I'm just looking for some confirmation. I know the FAQ says if you use the main rulebook powers you select them at the beginning of the game. But not sure if you decide to use the C:SW ones this is true or not (or if you can choose which way you want to go). Where did it say we had to select everything beforehand? Was that in the 5th Edition rulebook? Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3115817 Share on other sites More sharing options...
Chalx the grey Posted July 9, 2012 Share Posted July 9, 2012 Yeah it would be great if you could choose your 2 SW codex powers and change to BRB powers at the beginning of the game if you prefer. Maybe too good. I don't think it's clearly described in either BRB or new FAQ!! Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3115876 Share on other sites More sharing options...
Toasterfree Posted July 9, 2012 Share Posted July 9, 2012 would you have to still have no two rune priests with the same powers if you went with the BRB powers? Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3115877 Share on other sites More sharing options...
Rayray Posted July 10, 2012 Share Posted July 10, 2012 After a few games with Biomancy, the buffs for challenges are amazing. Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3116068 Share on other sites More sharing options...
dragon950 Posted July 10, 2012 Share Posted July 10, 2012 I like the ability to buff my own units, something that I was mad that wasn't included in the SW codex. There are some good shooty powers in the codex, but not enough variety for my tastes. Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3116226 Share on other sites More sharing options...
dragon950 Posted July 10, 2012 Share Posted July 10, 2012 I like the ability to buff my own units, something that I was mad that wasn't included in the SW codex. There are some good shooty powers in the codex, but not enough variety for my tastes. Link to comment https://bolterandchainsword.com/topic/255985-runepriest/#findComment-3116227 Share on other sites More sharing options...
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