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At 2k-2.5k points (the point range I'll play for 90% of the time), I think the use of our psychic powers is more of an afterthought rather than a powerful tool for our all Psyker army to use.

 

And I think that perfectly sums up the point GML is trying to get at - most 'Normal' battles now look to be around 2000 points, and it's a bit sad to see the psychic phase relegated to an afterthought for what is predominantly a psychic army :(

 

 

At 2k-2.5k points (the point range I'll play for 90% of the time), I think the use of our psychic powers is more of an afterthought rather than a powerful tool for our all Psyker army to use.

And I think that perfectly sums up the point GML is trying to get at - most 'Normal' battles now look to be around 2000 points, and it's a bit sad to see the psychic phase relegated to an afterthought for what is predominantly a psychic army :(

It's kind of funny, because my meta claims that the GK Smite spam is "OP", however the rule of 1 is a significant limitation. I find myself spending way more time trying to figure out which Squad to cast certain powers with rather than what spells to cast. My group is big on matched play and the scaling does hurt us, but I am beyond happy with what we have now as opposed to 7th. Sure, there's plenty of things that can be adjusted, but hey, improvement is improvement in my eyes, even if Rule of 1 is lame.

it's a bit sad to see the psychic phase relegated to an afterthought for what is predominantly a psychic army :sad.:

Have you played any games yet? In my psychic phases of a game played a few days ago I was dishing out an average of 12-14 mortal wounds from Smite and Purge Soul casts every turn, and I was able to precision move a unit across the board exactly where I wanted it every turn. The psychic phase is hardly an afterthought if you're on the receiving end of this, and most opponents can't do a thing about it.

 

it's a bit sad to see the psychic phase relegated to an afterthought for what is predominantly a psychic army :sad.:

Have you played any games yet? In my psychic phases of a game played a few days ago I was dishing out an average of 12-14 mortal wounds from Smite and Purge Soul casts every turn, and I was able to precision move a unit across the board exactly where I wanted it every turn. The psychic phase is hardly an afterthought if you're on the receiving end of this, and most opponents can't do a thing about it.

 

Honestly I've only managed 4 battles so far, ranging from 1500-2000 points. I'm not overly fussed by the psychic phase - I mean I didn't manage to cause a great deal of damage with it, bad luck was a factor but most turns I was lucky to get 3 smites off out of 10 due to failed tests and deny the witch rolls. Luckily perils wasn't a huge issue I guess. Purge soul can be a very strong power, I do agree with that. And Gate is also lovely - If you pull it off, but with Apothecaries being separate and HQ's not joining units it's also a lot harder to work with. Luckily most of our boys can be precision dropped anyway.

Have you played any games yet? In my psychic phases of a game played a few days ago I was dishing out an average of 12-14 mortal wounds from Smite and Purge Soul casts every turn, and I was able to precision move a unit across the board exactly where I wanted it every turn. The psychic phase is hardly an afterthought if you're on the receiving end of this, and most opponents can't do a thing about it. 

 

Which is fine, because we're supposed to dominate the psychic phase, and if you don't have decent dispel you should suffer for it. Also Mortal Wounds are great and all, but you still have to hit closest target and the risk of Perils with so many attempts is real (I've nearly killed my HQ's doing so).

 

Have you played any games yet? In my psychic phases of a game played a few days ago I was dishing out an average of 12-14 mortal wounds from Smite and Purge Soul casts every turn, and I was able to precision move a unit across the board exactly where I wanted it every turn. The psychic phase is hardly an afterthought if you're on the receiving end of this, and most opponents can't do a thing about it.

 

Which is fine, because we're supposed to dominate the psychic phase, and if you don't have decent dispel you should suffer for it. Also Mortal Wounds are great and all, but you still have to hit closest target and the risk of Perils with so many attempts is real (I've nearly killed my HQ's doing so).

Perils of the Warp is absolutely brutal. Tried a list recently with a BC and 3 Librarians for 36" full smites. First turn killed two of my 3 Librarians with back to back perils (used a command point on the first one), but failed the second and blew them up because they had already taken damage from a Crisis Suit Manta Strike.

 

We do dominate the psychic phase, but at a very high risk. Enough rolls can and will get you perils.

 

 

Have you played any games yet? In my psychic phases of a game played a few days ago I was dishing out an average of 12-14 mortal wounds from Smite and Purge Soul casts every turn, and I was able to precision move a unit across the board exactly where I wanted it every turn. The psychic phase is hardly an afterthought if you're on the receiving end of this, and most opponents can't do a thing about it.

Which is fine, because we're supposed to dominate the psychic phase, and if you don't have decent dispel you should suffer for it. Also Mortal Wounds are great and all, but you still have to hit closest target and the risk of Perils with so many attempts is real (I've nearly killed my HQ's doing so).

Perils of the Warp is absolutely brutal. Tried a list recently with a BC and 3 Librarians for 36" full smites. First turn killed two of my 3 Librarians with back to back perils (used a command point on the first one), but failed the second and blew them up because they had already taken damage from a Crisis Suit Manta Strike.

 

We do dominate the psychic phase, but at a very high risk. Enough rolls can and will get you perils.

 

Beeing unlucky sucks and I have been in the same boat. Point is that anecdotal evidence doesnt change the fact that perils are statistically even more unlikely than last edition (1 in 18). I also think it's an oversight that Librarians didn't get the 'Rites of Banishment' rule so I expect it to be FAQ'ed soon.

 

 

 

 

  I also think it's an oversight that Librarians didn't get the 'Rites of Banishment' rule so I expect it to be FAQ'ed soon.

 

I don't think so.  Believe they left the ability for us to get 1 "regular" version of Smite in the army on purpose.  Otherwise, it'd be odd that our Librarians are hamstrung in that regard, whereas no other Librarians in 999 other Chapters are.

Beeing unlucky sucks and I have been in the same boat. Point is that anecdotal evidence doesnt change the fact that perils are statistically even more unlikely than last edition (1 in 18). I also think it's an oversight that Librarians didn't get the 'Rites of Banishment' rule so I expect it to be FAQ'ed soon.

 

You're forgetting that we're casting more powers than ever before. So while on average we Peril less, its gonna occur more often because of Smite spam. I would say I average 1-2 fails per turn (excluding any Denies from the enemy), and I probably peril 1 in 3 turns on average. It's definitely still a factor in the Psychic phase, and armies like Eldar that can re-roll their test for free is a huge buff that largely negates both their fail rate and Perils risk. 

 

It's not an oversight, its a deliberate change they made to GK Libarians to differentiate them from regular GK. Also they'd be totally useless with nerfed Smite.

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