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Rank your top 5 psychic powers


skeletoro

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Hey guys, I just thought this would be an interesting exercise.

 

You can include any powers that are available to Rune Priests (codex or BRB)

 

Here's my list:

 

1. Prescience. Truly amazing power. It is made even better by the simple fact that it's a Primaris power, so you can always take it.

2. Misfortune. I know, I know, they get to Deny the Witch. But it's more proactive than Forewarning as it will apply to your shooting attacks THIS turn. And you can focus fire on that unit if necessary to ensure that it is obliterated. If you had 2 GH squads facing off against 2 tactical squads, you could Misfortune one tactical squad and then shoot it with both GH squads.

3. Endurance. Put it on a Death Star and let craziness ensue (preferably one with at least one 2W model; if your TWC are within the 24" range it will be crazy).

4. Smite. 4 AP2 shots is pretty nice. It's also a Primaris power which makes rolling Biomancy for Endurance worth the risk. The only thing is that you will need to put your Rune Priest into danger.

5. Forewarning. In the right situation it should be great. To use it to full effect, you need to have a unit within 12" that you are fairly certain will be attacked even after your opponent knows that they have a 4+ invulnerable save. For example, if they're the only unit nearby, or they're about to charge into melee.

 

A few honourable mentions: Foreboding, Enfeeble. I wouldn't really consider taking SW codex powers because it would mean no Prescience. Also, I'm not so sure about Telekinesis.

 

The thing that I find interesting is that I can hardly imagine ever using anything on this list apart from Prescience, unless I was using a Master of Runes. Misfortune might be better occasionally. If a single enemy unit is a very high priority and you want to shoot everything you have at it, for example. Doubly so if there is not going to be any assault any time soon. Endurance might be worth using over Prescience if you have a Thunderwolf Cavalry unit within range that has already taken hits and would benefit from both It Will not Die and Feel No Pain. But it seems that a lot of these other powers are only better than Prescience in quite specific cases.

 

Anyway, anybody else want to chime in with their thoughts?

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Honestly, I really don't like biomancy for rune priests. It's great if you know you will be assualting 3+ saves with your rp but aside from that, Rps are really risky in assault since they're weak in challenges against 2+ saves.

 

My order would be.

 

1) Prescience - no comment needed IMO

 

2) perfect timing - everyone and their mother uses agis defense line in my area. This is a huge advantage when I get it.

 

3) living lightning - I've had some good experience with this single handedly destroying light armor transports and hordes

 

4) jaws - one shot problem models? Yes please!

 

5). Forewarning - great for protecting units caught in the open, especially twc and fen wolves

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Haven't played that many games wit the new powers but so far these are my picks:

 

#1) Living Lightning--cannot count the # of times this power has paid for the Rune Priest. Once even managed to down a flyer with it.

#2) Prescience--one of the few new powers I have actually tried. It does vie with LL but we shall see.

#3) Murderous Hurricane--again, this power has proved to be the bane to my opponents

#4) Misfortune--this is an intersting power that I can see becoming more popular-if you can roll it.

#5)Storm Caller--With the new rules for cover saves, this is seeing more use in my armies

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Living Lightning is good and all, but Smite seems just as good, if not better (though it's somewhat apples and oranges). d6 attacks is only 3.5 on average. Is Str 7 Ap 5 better than Str 4 AP 2? Against light vehicles, or hordes, yeah, but aren't there countless ways of dealing with light vehicles and hordes? I would have thought those 2+ saves were the difficulty for many armies. But I guess it depends on who you're facing.

 

Is putting a Rune Priest in the thick of it really a big problem? You're not putting the Rune Priest there so that he can slay stuff in melee. I don't think I'd make use of Iron Arm or Warp Speed. You're there to buff your unit or cast maledictions/witchfire, I think. You've got a 2+ LoS! to keep you safe while doing so. If a close combat specialist challenges your Rune Priest, you can always decline. If you've played your cards right, the whole unit has rerolls on all their attacks, feel no pain, or whatever. In fact, they likely had Prescience while rapid firing the turn before, they had it while firing overwatch, and now they have it in melee. That's a huge boon in its own right.

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I prefer our own powers since I really do not like the random selection. If it was like whf where a double let's you choose I might even reconsider but as it stands the best bgb powers are hard pressed to equal ours and the chances of pulling a crap power isn't worth the risk IMO although the option to take prescience and join long fangs I admit is nice.
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I prefer our own powers since I really do not like the random selection. If it was like whf where a double let's you choose I might even reconsider but as it stands the best bgb powers are hard pressed to equal ours and the chances of pulling a crap power isn't worth the risk IMO although the option to take prescience and join long fangs I admit is nice.

 

It's random but it's not that bad. Based on my priorities above, I'd do something like the following for a Master of Runes:

 

Roll Divination for first power.

If I get forewarning or misfortune, take it and then take Prescience for the second power.

Otherwise, take Prescience and then roll on Biomancy.

If I get Endurance, take it, or else take Smite.

 

Guaranteed to get Prescience and something else I like.

 

Also, why Long Fangs in particular? All space wolves units roll to hit, right? I would have thought you'd want to buff the unit that is going to be the most killy.

 

Long Fangs might be killy, but they're quite small units (140 points worth of pewpew). Applying it to a large group of Grey Hunters /w attached WGPL would be very nice too (they'd be rerolling Overwatch and assault, as well!)

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If I'm running 2 priests id be more likely but I genuinely prefer jaws/lightning/mh for the first priest, at least as default. My thoughts on Long fangs is for AA because I don't bring any dedicated, at least not yet.

 

Hmm, actually, good point about "by default."

 

You don't need to decide between the BRB powers and the SW ones ahead of time. So it might be worth it to pick space wolf powers which are situationally awesome, and then switch to BRB powers if they aren't likely to work against your opponent.

 

The question is though, are any SW powers situationally awesome? Are any of them potentially much better than LL, when the right opponent presents themselves?

 

Or is LL (and JoTWW) just fantastic against everyone?

 

One thing I think is totally worth doing is switching from LL to Smite against termy-spam lists (e.g. Loganwing, Deathwing).

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Jaws/LL are my defaults and can roll if neccessary

 

Nothing like triple jaws ing a death star and watching it fall apart or sniping the model you need to die like sang priests

The number of things LL has killed for me is incredible

 

I like precedence and endurance And have had a lot of fun with them but smite I find short ranged which limits how many times i will use it

LL I know will be used every turn and from a safe distance

But if your list lacks ap2 I could see why you might need it

From iPhone

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Living Lightning is good and all, but Smite seems just as good, if not better (though it's somewhat apples and oranges). d6 attacks is only 3.5 on average. Is Str 7 Ap 5 better than Str 4 AP 2? Against light vehicles, or hordes, yeah, but aren't there countless ways of dealing with light vehicles and hordes? I would have thought those 2+ saves were the difficulty for many armies. But I guess it depends on who you're facing.

 

Is putting a Rune Priest in the thick of it really a big problem? You're not putting the Rune Priest there so that he can slay stuff in melee. I don't think I'd make use of Iron Arm or Warp Speed. You're there to buff your unit or cast maledictions/witchfire, I think. You've got a 2+ LoS! to keep you safe while doing so. If a close combat specialist challenges your Rune Priest, you can always decline. If you've played your cards right, the whole unit has rerolls on all their attacks, feel no pain, or whatever. In fact, they likely had Prescience while rapid firing the turn before, they had it while firing overwatch, and now they have it in melee. That's a huge boon in its own right.

 

Smite is good if you can find a unit in range worth shooting at. With living lightning having unlimited range though, he can shoot at any problem model you can find including vehicles and flyers. That's why I prefer it.

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Yeah, basically I can imagine using Smite with a RP in a pack with as much plasma as possible (combi plasma WG pack or a 2x plas + combi plasma GH pack.. or maybe wolf scouts), and then going 2+ hunting. Specifically seeking out your opponent's terminators and destroying them. With Smite and 2-3 plasma guns... it's going to be hard to withstand that kind of firepower.

 

That said, if you've already got 3 plasmas, I have to wonder whether prescience would work better for that.

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Yeah, basically I can imagine using Smite with a RP in a pack with as much plasma as possible (combi plasma WG pack or a 2x plas + combi plasma GH pack.. or maybe wolf scouts), and then going 2+ hunting. Specifically seeking out your opponent's terminators and destroying them. With Smite and 2-3 plasma guns... it's going to be hard to withstand that kind of firepower.

 

That said, if you've already got 3 plasmas, I have to wonder whether prescience would work better for that.

 

If for no other reason than getting to reroll gets hot rolls, I'd say prescience is better.

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My preference is LL and MH. LL for that long range loving as I push my RP into mid field where he can get tasty 4+ RW no soup for you and MH for target saturation when something nasty gets close. Also in my local meta I face a good amount of IG blobs and the LL, MH combo is great against them. LL to snipe out the Chac to lower the leadership then MH when I get close to thin them out prior to assault or hopefully make them run......

 

#1) Living Lightning

#2) Murderous Hurricane

#3) JOWW

#4) Prescience

#5) Storm Caller--mainly if I outflank a GH unit with WP

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Living Lightning is good and all, but Smite seems just as good, if not better (though it's somewhat apples and oranges). d6 attacks is only 3.5 on average. Is Str 7 Ap 5 better than Str 4 AP 2? Against light vehicles, or hordes, yeah, but aren't there countless ways of dealing with light vehicles and hordes? I would have thought those 2+ saves were the difficulty for many armies. But I guess it depends on who you're facing.

 

Is putting a Rune Priest in the thick of it really a big problem? You're not putting the Rune Priest there so that he can slay stuff in melee. I don't think I'd make use of Iron Arm or Warp Speed. You're there to buff your unit or cast maledictions/witchfire, I think. You've got a 2+ LoS! to keep you safe while doing so. If a close combat specialist challenges your Rune Priest, you can always decline. If you've played your cards right, the whole unit has rerolls on all their attacks, feel no pain, or whatever. In fact, they likely had Prescience while rapid firing the turn before, they had it while firing overwatch, and now they have it in melee. That's a huge boon in its own right.

 

Smite is good if you can find a unit in range worth shooting at. With living lightning having unlimited range though, he can shoot at any problem model you can find including vehicles and flyers. That's why I prefer it.

 

I second belfast, Living lightning is still was better in general... it allows you to provide additional firepower to anyware across the board. Smite is useful in its own way, but it also means you have to bring him close to the enemy. I did use smite and Prescience before.. but on a rune priest with jumpack that is. Hahhaha.. praticaly repeating what belfast just post.

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Guest Drunk Guardian

I wish I could contribute to this but I've played over 10 straight games against an army that allied in Runes of Warding.

 

The one time recently I did get to use powers the ignores cover power and prescience were incredible when attached to Long Fangs.

 

I'd probably go divination on a ranged RP and LL/JotWW on a GH RP.

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Prescience works best with allies. Large IG blob, prescience, FRFSRF. You need to go big though, but picture 40 lasguns firing 3 times, twin-linked. And, since the power lasts through the assault phase, 40 lasguns, firing 2 more times, twin-linked, on overwatch?

 

For pure SW armies I just love Living Lightning too much, even though I seem to always roll a 1.

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Prescience works best with allies. Large IG blob, prescience, FRFSRF. You need to go big though, but picture 40 lasguns firing 3 times, twin-linked. And, since the power lasts through the assault phase, 40 lasguns, firing 2 more times, twin-linked, on overwatch?

 

For pure SW armies I just love Living Lightning too much, even though I seem to always roll a 1.

 

Hmm, true. It increases the guard's accuracy by a half, but only increases a grey hunter's accuracy by a third.

 

The points cost of the unit matters too, though. If you use it on a 400 point death star, you'll see more results than spending it on a very basic 100-150 point troops blob. Also, there are tactical considerations - if everything is riding on your plasma shots, for instance, you should use it to maximize the accuracy of your plasma shots.

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1. Living Lightning (With Precise Shot and a chooser, it always pays off)

2. Prescience (What's not to like)

3. Endurance (FNP on GH is a beautiful thing, TWC ftw)

4. Jaws of the World Wolf (Goodbye Necrons!)

5. Forewarning (Invulnerable Saves rock)

 

Living Lightning is a must for me and at a lean and mean 130pts, I can always afford to have a 2+/5++ BS 5 with unlimited range. First blood if you get first turn. I usually put him with LF Missile pack and give him Storm Caller to keep them alive if need be.

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