Captain Coolpants Posted August 8, 2017 Share Posted August 8, 2017 I think hammerhand is best for things like strikes and interceptors. Shooty powers are best for characters And everything else can be sprinkled around. Maybe things like vortex will be good for interceptors as they can manoeuvre around better. Anyone have any thoughts about what's best for what unit? As a general Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4849227 Share on other sites More sharing options...
hairojin Posted August 8, 2017 Share Posted August 8, 2017 (edited) I'm going to take vortex and gate on librarian in SR, hammerhand on strikes in SR and on interceptors, astral aim on doomglaive dread and strike in twin las RB, sanctuary on palladins and gate on GMNDK. Edited August 8, 2017 by hairojin Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4849323 Share on other sites More sharing options...
Beams Posted August 13, 2017 Share Posted August 13, 2017 So brotherhood champion with Unlyeilding Anvil (+1 to wound), Hammerhand (+1 to wound) and the Perfect Warrior (+1 to wound) would be hitting everything on 1's, wounding anything at t2-7 on 2's and t8+ on 3's, with a -3 AP Is that right, and if so, and with 4 attacks at D3 damage each, that actually sounds pretty good? Maybe give him the cuirass for Survival or the Deimos just for additional damage? Holier Than Thou 1 Back to top Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4854822 Share on other sites More sharing options...
Ninjoe42 Posted August 13, 2017 Share Posted August 13, 2017 It's true! With that combination he could maybe put a scratch or two on a titan, then do it twice more after it steps on him. I think he makes a great assassin or character hunter, but I have found their Invuln saves are usually too good to do any real damage, and (idk if its just me) inevitably 1 of the 4 attacks or wound rolls ends up a 1. So you end up doing only a couple of damage. Also that's your warlord trait all used up. Might not be worth it Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4854899 Share on other sites More sharing options...
casb1965 Posted August 13, 2017 Share Posted August 13, 2017 It's true! With that combination he could maybe put a scratch or two on a titan, then do it twice more after it steps on him. I think he makes a great assassin or character hunter, but I have found their Invuln saves are usually too good to do any real damage, and (idk if its just me) inevitably 1 of the 4 attacks or wound rolls ends up a 1. So you end up doing only a couple of damage. Also that's your warlord trait all used up. Might not be worth it Warlord traits aren't one use only, so unless he dies in that combat he'll still have it next turn. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4855135 Share on other sites More sharing options...
Helycon Posted August 13, 2017 Share Posted August 13, 2017 It's true! With that combination he could maybe put a scratch or two on a titan, then do it twice more after it steps on him. I think he makes a great assassin or character hunter, but I have found their Invuln saves are usually too good to do any real damage, and (idk if its just me) inevitably 1 of the 4 attacks or wound rolls ends up a 1. So you end up doing only a couple of damage. Also that's your warlord trait all used up. Might not be worth it Warlord traits aren't one use only, so unless he dies in that combat he'll still have it next turn. Not what he meant I think. I think he means there are more useful Warlord Traits than Unyielding Anvil. Most would argue First to the Fray is the go-to for GK. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4855143 Share on other sites More sharing options...
Adeptus Posted August 13, 2017 Share Posted August 13, 2017 Yeah, this sort of build might be fun every once in a while but it will be hard to make me move away from First to the Fray for my warlord trait. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4855158 Share on other sites More sharing options...
casb1965 Posted August 13, 2017 Share Posted August 13, 2017 It's true! With that combination he could maybe put a scratch or two on a titan, then do it twice more after it steps on him. I think he makes a great assassin or character hunter, but I have found their Invuln saves are usually too good to do any real damage, and (idk if its just me) inevitably 1 of the 4 attacks or wound rolls ends up a 1. So you end up doing only a couple of damage. Also that's your warlord trait all used up. Might not be worth it Warlord traits aren't one use only, so unless he dies in that combat he'll still have it next turn. Not what he meant I think. I think he means there are more useful Warlord Traits than Unyielding Anvil. Most would argue First to the Fray is the go-to for GK. Right, agree about FttF as being the goto WT. Was just a bit confused about "used up" Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4855184 Share on other sites More sharing options...
Reclusiarch Darius Posted August 14, 2017 Share Posted August 14, 2017 He's talking about opportunity cost, because you can only have one Warlord. My current unit plans are basically: - Grandmaster DK's: Sanctuary and Gate - Librarian: Gate and Vortex - Brother-Captain: Gate - Strikes: Hammerhand - Ancient: Gate - Purgators: Astral Aim - Interceptors: Vortex (they get a free Gate once per game, and it could finish off a character or blow holes in an infantry unit). I may vary it up depending on opponent, but that's probably my default. Gate is good on characters because you can chuck it on a nearby squad, or use it to reposition the character for a charge/apply their impact to a different part of the battlefield. That's one of the things that is noticeable, once your alpha strike is over the army is quite slow. Strikes can throw Hammerhand on themselves or on a character if they need it more. Purgators are probably the only squad that want Astral Aim, so they get it, and you can use someone else's Gate to reposition them if need be. I still don't rate Purge Soul. Stuff that relies on enemy stats is generally a bad plan, especially a stat like Leadership which is invariable high on your priority targets. I'd rather use my psychic slots on something more impactful. I'm pretty sure Vortex steals Purge's lunch, especially with the Brotherhood bonus. If I ran Paladins I'd take Gate on them, if they need Sanctuary just chuck it from a nearby Grandmaster. Positioning > durability in 40k. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4856453 Share on other sites More sharing options...
Seizeman Posted August 14, 2017 Share Posted August 14, 2017 Actually, Purge soul averages more wounds than vortex does against same leadership targets. It's really good against vehicles, which can give us trouble, as they usually have low leadership and can't use any bonuses. Imperial guard and dark eldar vehicles have leadership 7, orks have 6 or 7 and most space marine vehicles have 8. A lot of tyranid monsters have LD 5-6 (I've killed a carnifex with a single cast). Also it has no targeting restriction, you can always pick the best target, even characters. So you should always have someone with Purge soul in your army. Really the only power you can consider not taking is astral aim. In my list, I distribute the powers the following way. GMNDKs : Sanctuary Voldus: Vortex, Purge, Astral aim Paladins: Hammehand Strikes: Gate Apothecary: wild card, usually Sanctuary. Having different powers spread on the same kind of units is awkward and inconsistent. This is why Voldus helps so much, as he allows redundancy on your more reliable powers. Being a character, he's very survivable so you can give him the powers you don't want in your other units. Of course he's also a beast in combat, etc, etc. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4856524 Share on other sites More sharing options...
Soder Posted August 20, 2017 Share Posted August 20, 2017 https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/08/40K_8th_ed_Update_Grey_Knights_ver_1.0.pdf FAQ is up. Sanctuary now only grants an invul save up to 3++ I guess this was an issue regarding draigo. Seems you can still use the +1 invul save stratagem on him though Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4862994 Share on other sites More sharing options...
Zamtro Posted August 20, 2017 Share Posted August 20, 2017 https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/08/40K_8th_ed_Update_Grey_Knights_ver_1.0.pdf FAQ is up. Sanctuary now only grants an invul save up to 3++ I guess this was an issue regarding draigo. Seems you can still use the +1 invul save stratagem on him though Plus anyone with an Iron Halo formerly would be able to stack the Stratagem and Sanctuary for a 2++ and now it would be one or the other! Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4863007 Share on other sites More sharing options...
Captain Coolpants Posted August 20, 2017 Share Posted August 20, 2017 I suppose it was for the best. A gmndk with a 2++ is a little dirty. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4863011 Share on other sites More sharing options...
Gentlemanloser Posted August 20, 2017 Share Posted August 20, 2017 Nothing stopping you using sanctuary in psychic phase for 3++, then using Heed for a 2++. I expect that will be nerfed next faq. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4863017 Share on other sites More sharing options...
Gentlemanloser Posted August 20, 2017 Share Posted August 20, 2017 Edit. Sanctuary (unlike heed) has been changed from giving a +1 to invulnerable saving throw rolls, to actually increasing the save value itself. Subtle difference, and only effects Draigo and Index Lirarian with Storm Shields. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4863024 Share on other sites More sharing options...
Godeskian Posted August 20, 2017 Share Posted August 20, 2017 Nothing stopping you using sanctuary in psychic phase for 3++, then using Heed for a 2++. I expect that will be nerfed next faq. Doesn't Heed say you have to use it at the start of your turn, meaning the GMNDK would already have a 3++ by the time the psychic phase rolled around? Zamtro 1 Back to top Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4863040 Share on other sites More sharing options...
Soder Posted August 20, 2017 Share Posted August 20, 2017 Nothing stopping you using sanctuary in psychic phase for 3++, then using Heed for a 2++. I expect that will be nerfed next faq. Doesn't Heed say you have to use it at the start of your turn, meaning the GMNDK would already have a 3++ by the time the psychic phase rolled around? It is at the start of your turn. You are correct. Looks like they don't want us to get a 2++ at all now anymore Nothing stopping you using sanctuary in psychic phase for 3++, then using Heed for a 2++. I expect that will be nerfed next faq. Doesn't Heed say you have to use it at the start of your turn, meaning the GMNDK would already have a 3++ by the time the psychic phase rolled around? It is at the start of your turn. You are correct. Looks like they don't want us to get a 2++ at all now anymore Zamtro 1 Back to top Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4863048 Share on other sites More sharing options...
Brother Captain Sirus Posted August 20, 2017 Share Posted August 20, 2017 A grandmaster or brother captain with a warding staff could still use the strategem to get 2++ but you are taking all your offensive melee power and trading it to become more of a tank but its not really a good option. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4863078 Share on other sites More sharing options...
Gentlemanloser Posted August 20, 2017 Share Posted August 20, 2017 You use heed at the strat of your turn. But it is different to the faqed sanctuary. Heed gives you a +1 to the roll. Sanctuary increases your save value by 1 to a max of 3. They both work together fine. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4863128 Share on other sites More sharing options...
Milosh Posted September 28, 2017 Share Posted September 28, 2017 Hey guys, question about Vortex. If you manage to manifest it on an 11 or 12, that means that caster also takes d3 mortal wounds from perils? Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4897970 Share on other sites More sharing options...
Danarc Posted September 28, 2017 Share Posted September 28, 2017 only with 12 as I understood. you have to consider the result of the dice without any modifier. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4897999 Share on other sites More sharing options...
Gentlemanloser Posted September 28, 2017 Share Posted September 28, 2017 Basically we can manifest vortex as a result of 13 and peril (due to our +1), but a result of 12 won't. Perils are on the natural rolls (two 1's or two 6's only) Helycon 1 Back to top Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4898010 Share on other sites More sharing options...
Reclusiarch Darius Posted September 30, 2017 Share Posted September 30, 2017 On a side note, getting the Brotherhood bonus is huge. I've had so many cast and deny rolls tip on that +1 bonus, the fact that it works on Smite as well is fantastic. After having a few more games, I'm happy with my power allotments. 'Astral Aim' has come in handy a lot more than I predicted, shooting through walls is fantastic and catches people off guard (especially when you cast it outside Deny range). 'Gate' I wish I could cast multiple times, its so useful for repositoning and mostly replaces the need for transports (I was initially planning on having a few Razorbacks, but its proven unnecessary). 'Sanctuary' on my Warlord is fine, I pair him with my other DK GM packing 'Gate' so I can have both available. 'Hammerhand' is handy, I'm not often casting it though. I think I will be taking Interceptors soon to test 'Vortex'. Still not interested in 'Purge Soul', I've always found Mind War effects to be variable and I typically fight high Leadership armies anyway. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4899404 Share on other sites More sharing options...
SyNidus Posted October 2, 2017 Share Posted October 2, 2017 I gotta say: Astral Aim cast on a Land Raider is bloody good stuff.My local meta has as adopted the house rules of Ground Floor = LOS Blocking terrain and it's just made the game so much better. There's a much greater need for tactics and manoeuvring. In the midst of this, the thing most opponents least expect is a set of Twin Lascannons shooting them through the security of their walls. This is especially useful against AM who use manticores and basilisk, and even mortar teams. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4900757 Share on other sites More sharing options...
Adeptus Posted October 2, 2017 Share Posted October 2, 2017 I'm thinking about asking the local players if they're interested in adopting the 'ground floor blocks LOS' rule. I think it neatly addresses the issue of terrain being built under previous editions LOS rules and so being riddled with open doorways and windows where, had it been built under 8th edition rules, the same terrain would likley feature solid walls to block LOS. Link to comment https://bolterandchainsword.com/topic/337680-sanctic-psychic-powers-discussion-area/page/2/#findComment-4900762 Share on other sites More sharing options...
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