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Rune Priests in 7th Edition and JOTWW


Spazmonkey

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So in 7th edition there seems to be some big changes to Rune Priests and powers in general.

Can anyone give me a brief run down.

How to we stack up in general.

 

Also with the changes to the powers are we still able to take the powers listed in our handbook?

Second to this how do our powers stack up compared to the new ones?

 

I have heard a lot about invisibility and how tough it is to combat.

If we are still able to use our powers is JOTWW a good counter to this as it auto hits?

 

What have been the biggest changes to the wolves for 7th edition.

 

Just some back ground. I have not played since 5th edition. But bought the 6th edition rule book and have been out of the community for the last year or 2.

 

Was a little annoyed in fact to come back and find my $100 rule book is now a paper weight and had never got a 6th edition game in, but what can you do.

 

On a side note what is our best defense against fliers?

how have you guys found fliers have effected the game?
 

So in 7th edition there seems to be some big changes to Rune Priests and powers in general.

Can anyone give me a brief run down.

How to we stack up in general.

 

Also with the changes to the powers are we still able to take the powers listed in our handbook?

No, see the Amendments, Errata, FAQ

 

 

On a side note what is our best defense against fliers?

Take a look at the Guide (link in my sig, below) for a discussion on Anti-Air/Air Defenses.

 

V

Codex powers are gone completely. We can take divination, sanctic (new), biomancy, and telekinesis (I think on telekinesis I mix it with telepathy often). As for what has changed not as much as u think might have. Vehicles care slightly harder to kill than in 6th though not much. Troop dedicated transports score as troops. All units score, except troops cannot be denied except by other troops. There is now a psychic phase to do all the psychic stuff in.

 

There's the big hits, there's a few other threads around discussing these new things in detail. But that's the quick gist

Funnily enough it seems to me that twin linking is a very respectable method of anti flier, now. This is for two reasons:

 

1) it works against invisibility too

2) Many skyfire units have interceptor which meant they could shoot normally against non-fliers - this no longer helps. Only units with rules allowing them to 'choose' to have skyfire are versatile in that manner now - fliers and contemptor mortis comes to mind. Twin-linking bypasses this because it has nothing to do with skyfire.

 

I think that bodes quite well for:

1. TLLC and TLAC razorback (which can get objective secured, move 6 and shoot normally (giving grey hunters a free 6" charge after disembarking)&&, move 12" and still shoot OK vs fliers. They're not crazy goose vs fliers but I can see their versatility making up for this.

2. Long fangs and div rune priests. Prescience is ML2 now but hey, i'd rather have this unit to a weapon emplacement with akyfire (unless your meta is VERY flier heavy). Simply miles more versatile again.

3. Rapier laser destroyer platforms are still extremely good for the points. They have twin linked baked in and are ap2/ordnance. I really want to get 6 of them, but they're expennnsive models, eh.

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