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Post by Deleted on May 15, 2014 14:07:13 GMT -6
Ally with blood angels for fast transports. Or just ally with them so you can deepstrike a landraider full of whatever deathstar you choose.....
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Post by Joelercoaster on May 15, 2014 14:10:02 GMT -6
I saw the same Bro's Sharing Ho's Transports in a dump. I'm not believing anything not in print yet, though. So much has been contradictory, even some of the newer stuff has gone back and forth. But I've wanted to roll a 'Seer with my Archon since allies became a thing.
Are we certain one way or the other if Denying cancels a power, or just a success? If a single Deny will stop a power, 90% of armies will have at least one ML2 psyker on the board, which means "roll a 4+, power fails". I'm not shaking til I see the full rules, but this could easily turn into a pointless phase, as every power is cast, and every power is shut down. Certain armies will have enough Psy Power to just bust through it... Nids, Council Eldar, Certain Deamons, and GK's. We'll see.
As far as 3 Zoanthropes in every army... I think that would limit your Elites too much. Hive Guard are still amazing at what they do, and Venomthropes... well. With Ignores Cover getting handed out like candy they're getting less and less useful... I could see myself rolling with 2 single Zoans and a brood of Hive Guard... but in bigger games I really like having 2 units of Guard, even. Shrug. If the allies bit turns out to be true, it's a non-issue, though.
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Post by Deleted on May 15, 2014 14:18:06 GMT -6
Are we certain one way or the other if Denying cancels a power, or just a success? If a single Deny will stop a power, 90% of armies will have at least one ML2 psyker on the board, which means "roll a 4+, power fails". I'm not shaking til I see the full rules, but this could easily turn into a pointless phase, as every power is cast, and every power is shut down. Certain armies will have enough Psy Power to just bust through it... Nids, Council Eldar, Certain Deamons, and GK's. We'll see. As far as 3 Zoanthropes in every army... I think that would limit your Elites too much. Hive Guard are still amazing at what they do, and Venomthropes... well. With Ignores Cover getting handed out like candy they're getting less and less useful... I could see myself rolling with 2 single Zoans and a brood of Hive Guard... but in bigger games I really like having 2 units of Guard, even. Shrug. If the allies bit turns out to be true, it's a non-issue, though. If you look at the screenshots from the GW video about psychic powers it hints at the fact that deny the witch will still work in part based upon the unit being effected. Under the description of Nova powers it says "only one unit within range of the power can attempt to deny the witch". I'm guessing this means you have to be within the range of a power to deny it. If that applies beyond withfires to blessings/summonings you'll have to get close to deny, which is risky. If denying works like that it also would alleviate the fact that tyranids/eldar could easily shut down any power being cast by their opponent.
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Post by Joelercoaster on May 15, 2014 15:35:37 GMT -6
I would prefer that, even if it means I can't nullify the whole phase every turn. I would rather a psyker have to at least be close to add his bonus. I like the way it works now, where if the unit/model has/is a psyker, it gets the bonus, etc. I think that could, in theory, easily port over... just a question of how it will play out.
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Post by Deleted on May 15, 2014 15:37:07 GMT -6
I would prefer that, even if it means I can't nullify the whole phase every turn. I would rather a psyker have to at least be close to add his bonus. I like the way it works now, where if the unit/model has/is a psyker, it gets the bonus, etc. I think that could, in theory, easily port over... just a question of how it will play out. Definately, I hope the system stays atleast somewhat intact. My force currently has an army wide 5+ deny the witch, I'd like that to still be useful.
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Post by Nick P on May 15, 2014 16:10:40 GMT -6
And Joel, a 6 to deny negates a single 4+, so powers can still go off
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Post by Nick P on May 16, 2014 15:47:13 GMT -6
Just preordered the new rules, psychic cards, and objective cards. Here's hoping GWs famous shipping speed will see the book here mid next week instead of saturday!
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Post by Russell on May 16, 2014 16:42:14 GMT -6
The new cards don't have the same rounded corners as the old ones. Son of a bitch they won't match now this is unacceptable.
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Post by Joelercoaster on May 17, 2014 8:27:48 GMT -6
The new cards don't have the same rounded corners as the old ones. Son of a bitch they won't match now this is unacceptable. That's what you get for not playing Tyranids and thereby having options, sucker!
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Post by Joelercoaster on May 17, 2014 14:34:12 GMT -6
Double Post because I'm Awesome!!!
So I just laminated my curved edge Tyranid Psy Cards. I'm kind of excited to actually use powers now. And speaking of Powers, I've been thinking about the full implications for the Tyranid Way of the Woe.
In general, presuming a few things (namely, MC's can still fire 2 weapons, and Witchfires are now fully separate from this)
Big bugs will be unloading a lot more. Tervigons will always be able to open up with a template and a stinger salvo, plus any offensive powers rolled. Devil Tyrants (that's twin dual devourer's, y'all!). 'Nuff said. Zoanthropes, due to the insane dice needed to channel a Warp Blast, will most likely be relegated to a support role... that said, I don't think that's a terrible thing, for their cost.
As for powers...
Dominion - We'll always get this as a Primaris, which also means most of our Psykers will be rocking 3 power options. Psy Phase after Movement does mean that you'll have to plan ahead for its use, recognizing when you'll need the extra range... but pre-measuring is a thing, so that's really not hard. You can usually tell when something is about to get blasted to the point that it won't be in Synapse anymore.
Catalyst - Better. Now you can adjust your psyker/target to be within range. Granted, Flying things are more likely to swoop out of range than to come back into it, but on the whole I'd say it's a bonus. The Horror - Better. Now you can move a Broodlord (and unit) out from behind LoS blocking terrain, cast this power, and have it be effective. Not that it's reliable. And not that it's as good as just having Grenades. And not that genestealers are a good option anyway, or that assault won't still be completely lame. But, you know, silver lining. The Horror is a very good general use power, and now it's basically rocking a longer effective range. Onslaught - Functions about the same. If that rando rumor that running is in movement now (I don't believe anything we haven't seen in print by now, there's nothing else left that could have leaked) then it would, I suppose, let us run twice since it specifies you run in the shooting phase. So that would make it more attractive, for sure. Paroxysm - Same ol', just after moving now. Psychic Scream - Still a type of Witchfire, which probably will not be able to go off if you're locked in combat... that'd be so good. The more I roll this power, the more I realize how good it is. It was the only shot at doing real damage to Mephiston in my game the other day (I didn't have a Tyrant). Unfortunately, that slacker is a Lvl 3, so he denied it like a chump anyway. But Shadows with this bad boy is just stupid-good. Warp Blast - Lvl 2 powers are really dice-heavy. You probably want to roll 5 dice, to offset the denial of the enemy, plus to make sure you get both 4's, lest you lose your focus for the round. It's a powerful weapon, but it was already "okay" due to normal "roll ld, then roll to hit, then roll to deny..." factors. If it's an auto-hit now, it's probably about the same... but still it's going to eat your casting pool faster than Hive Fleet Costanza.
Still eager to see how Shadow will play into the new Phase, if at all.
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Post by Deleted on May 20, 2014 15:34:36 GMT -6
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Post by Joelercoaster on May 20, 2014 17:41:32 GMT -6
Awkward, as I thought the WD snip about the force org said your ally slot had to be a different... thing?
Meh. Taudar being nonexistant is a boon to the game, but I wonder if TauTau featuring Codex: Riptides will hop up to replace it. Not that you couldn't already do that with Farsight anyway...
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Post by Matt W. on May 20, 2014 19:36:46 GMT -6
I've already put down a pretty hard line about Unbound armies. I'm getting myself into a place where I'm going to be ok with telling that guy with 1850 points worth of riptides that I won't play him.
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Post by Nick P on May 21, 2014 6:10:37 GMT -6
Just an fyi, someone on Faeit decided to do a QnA with the new book...hes a huge dick, and is possibly just trolling, but if he's telling the truth then the only new changes are the psychic phase, the allies chart, unbound armies, maelstrom missions, and fmcs testing for grounding. Basically 6.1.
Its kind of funny to read, 9/10 would recommend.
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Post by Joelercoaster on May 21, 2014 6:51:02 GMT -6
That was a good start to my morning - Cheers Nick!
While it wouldn't surprise me if there were next to no changes (beyond what we've seen in WD), that guy is... suspect, at best. New books should be hitting within a day or two reliably, though, so that's a thing at least.
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