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Sanctic Psychic Powers Discussion Area


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34 replies to this topic

#26
Captain Coolpants

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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

#27
hairojin

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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 by hairojin, 08 August 2017 - 04:36 PM.


#28
Beams

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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?
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#29
Ninjoe42

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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

#30
casb1965

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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.



#31
Helycon

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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.



#32
Adeptus

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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.

#33
casb1965

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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"



#34
Reclusiarch Darius

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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. 


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#35
Seizeman

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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.






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