New psychic powers...

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New psychic powers...

Post by Thraxdown on Tue May 27, 2014 11:06 pm

Alright, the new stuff is out. What's the best way to use our new powers? (RIP warp quake) sanctuary will probably get the most use out of me. Shame hammerhand can't be cast on other units as it'd be nice to get the extra invulnerable and a +2 strength when you know you'll be in combat that turn. But the strength bonus makes up for it. The vortex of doom will be awesome with a mordrak-escorted librarian. I haven't got a 7th edition in with my Grey Knights yet, how did the psychic phase work for you that have?

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Re: New psychic powers...

Post by Thraxdown on Thu May 29, 2014 5:56 pm

Draigo in front with a 2++?

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Re: New psychic powers...

Post by DOMIN4TRIX on Fri May 30, 2014 1:49 am

Am I right in saying that a single 10 point psyker in a henchmen unit is as useful as a full squad?

2 acolytes, 1 psyker, rhino - 2 wc dice for 58 points.... throw in a mystic and some melta and you have the new henchmen spam. How do you read it for psyker henchmen?

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Re: New psychic powers...

Post by DOMIN4TRIX on Fri May 30, 2014 4:19 am

Also sanctuary might work well with assault henchmen that have invulnerable saves.

Q. If a transport casts sanctuary does it affect the unit it's carrying? So I cast from a raider on its own unit in the psychic phase and my terminators/crusaders/dca get a better invulnerable when they assault..? For terminators with swords this is 4++ for overwatch and 3++ in combat....

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Re: New psychic powers...

Post by Souba on Fri May 30, 2014 10:57 am

now consider battlebrother inquisiton in a GK landraider... buff sanctuary on a henchman squad with Death cult assassins, crusaders and priests.. let the priest activate the reroll save power and... have a unit that slices through almost everything while the crusaders block massive amounts of wounds with the 2++ thats rerollable.

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Re: New psychic powers...

Post by DOMIN4TRIX on Fri May 30, 2014 12:25 pm

#broken

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Re: New psychic powers...

Post by Aubec le noir on Fri May 30, 2014 1:17 pm

wow !
full human inquisition army is now more appealing than before ! affraid 
DCA/Crusaders unit was somewhat a death star unit in the 6th... now with the 7th it's even better !  cheers 
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Re: New psychic powers...

Post by Elric Greywolf on Thu Jun 05, 2014 7:33 pm

Sanctuary is a blessing that affects the Psyker and its unit. A Land Raider (or Rhino) cannot hand it off to some other unit. The only way you'd get 2++ Crusaders is with an IC who rolled Sanctuary in their unit.

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Re: New psychic powers...

Post by Thunder Shark on Sat Jul 19, 2014 6:13 am

I'll admit the new psychic powers are more fun to cost.

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Re: New psychic powers...

Post by Reckling on Mon Jul 21, 2014 7:40 pm

Depending on your opponent, your probably better off rolling either divination or telepathy unless you have built specifically for sanctuary stacking with either DCA/cru, termies or vehicles using DA allies.
My preferance is always telepathy. Psychic Shriek makes those 18pt psyker squads a threat to anything thats not a vehicle (even FMCs have to respect this threat). And the chance to roll the most broken power in the game (invis) is a nice bonus.
On the DCA deathstar, as i understand it Inq DCA cant have axes, so itd a trade off on whether you want a 50% chance to reroll saves OR ap2 weapons, which is a cost effective sokution to the most viable mellee threat to our termies (TH/SS terms).
These are just my thoughts and im certainly no 40k vet so please critique my conclusions.

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Re: New psychic powers...

Post by Souba on Mon Jul 21, 2014 8:30 pm

Elric Greywolf wrote:Sanctuary is a blessing that affects the Psyker and its unit. A Land Raider (or Rhino) cannot hand it off to some other unit. The only way you'd get 2++ Crusaders is with an IC who rolled Sanctuary in their unit.

or you take the 10 point psyker, which can also roll on sanctic daemonology.

or you take both, a psyker and a inquisitor and call it a day.

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Re: New psychic powers...

Post by elugin on Fri Nov 28, 2014 7:12 pm

Just to make it sure: does teleport homer work with Gate of Infinity?

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Re: New psychic powers...

Post by Sai on Sat Nov 29, 2014 6:11 am

No. The homer only works with units coming from "deep strike reserve". Gate of infinity doesn't put the unit in a reserve of any kind, it just redeploys it. It's a pain in the arse that you have to look up the gate, look up the homer and then look up p162 of the rulebook to cross-reference it all.

A lot of players don't even know that they have to have a designated deep strike reserve separate from the normal one and tell your opponent what was in each. I can't remember if you had to in the last edition, I just figured it was good form to do so.

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Re: New psychic powers...

Post by elugin on Sat Nov 29, 2014 12:11 pm

Ouch... that means two things.

First, I "cheated" my opponent in my last game (in my defence, it was my first game in many years).

Second, homers and gate of infinity will have lower priority in my army composition.

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Re: New psychic powers...

Post by DonFer on Tue Dec 02, 2014 7:58 am

I would say how ridiculously powerful Cleansing Flame has become. AP4 is just insane, ignores cover is just adding inslut to injury. Don't leave home without it.

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Re: New psychic powers...

Post by Souba on Tue Dec 02, 2014 11:05 am

sadly you cannot use it within close combat anymore :/

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Re: New psychic powers...

Post by Corennus on Wed Dec 03, 2014 4:15 am

Previous edition held that Cleansing Flame went off at start of combat phase, and all those affected by it (in combat)suffer one wound on a rol of a 4+/

So now Cleansing flame is a shooting attack as well? well that makes kind of sense. Since Draigo had Sanctified Flame in previous edition which was shooting attack.

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Re: New psychic powers...

Post by Corennus on Wed Dec 03, 2014 4:17 am

Ah so it's just a shooting attack now? hmmmm that does lower its usefulness.

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Re: New psychic powers...

Post by Corennus on Wed Dec 03, 2014 4:23 am

However........It DOES make the Rhino/Psycannon combo much more deadly as before you had to get out and get into combat to use Cleansing Flame, and then it meant you could get shot to bits after.

Now you can psycannon the enemy till they're right in range of Template.

Is it a flamer template or a small or large blast template?

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Re: New psychic powers...

Post by Souba on Wed Dec 03, 2014 12:14 pm

cleansing flame is now a nova power.. meaning every enemy unit within 9" of the cater suffer 2d6 S5 ap 4 hits that ignore cover and have the soulblaze special rule. you also do power now in the psychic phase.

btw brother corennus. there is a edit function. there is no need to reply to your own post 3 times in a row within 5 minutes. Wink

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Re: New psychic powers...

Post by Constantine on Wed Dec 03, 2014 12:33 pm

Souba wrote:btw brother corennus. there is a edit function. there is no need to reply to your own post 3 times in a row within 5 minutes. Wink

Definitely helps with your post count and rank though! Razz

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Re: New psychic powers...

Post by DonFer on Wed Dec 03, 2014 2:54 pm

Ha! trying to wear that termi armour before your time eh? Razz

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Re: New psychic powers...

Post by Constantine on Wed Dec 03, 2014 5:22 pm

Razz

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Re: New psychic powers...

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