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Sunday, July 15, 2012

Bugs on the Brain: Tyranid Psychic Powers in 6E



Though the Imperial armies in many cases got access to better disciplines (as Divination is absolutely fantastic), Tyranids are the unparalleled kings of psykers currently, being able to bring them in their HQ, EL, and TR slots and in great numbers; in theory, a single FoC can contain seventeen different psykers.

However, not all powers are created equal, and for Tyranids especially many of them can end up being unusable or mediocre. For that reason, it's important to look at the various Tyranid psykers as well as the psychic powers available to them and figure out what choices you'll be making.

Each of the Tyranids has access to three disciplines (Biomancy, Telepathy, and Telekinesis) as well as its "standard" powers. The Tyranid powers have changed very little with the new edition- Catalyst is still excellent, Onslaught is fine, Paroxysm/Life Leech are the only realistic choices for a Tyrant, etc, so all of your lists will pretty much be starting with the same powers as before, but now you have an additional option to swap out at the beginning of each game for something different.

The first question is the most basic: should you do this? For some, it's pretty easy- the Broodlord's powers are rather underwhelming (especially with 6+ Deny that can shut it down) and he has no particularly good reasons to keep them. For most, though, it's a lot harder, so we'll look at them on a case by case basis.

The Tyrant is the first and most obvious on the list, and while it's not quite in the same boat as the Broodlord, it's not far off from him. Paroxysm is, admittedly, pretty excellent- making an enemy WS1 before you charge in can totally shift the course of a battle and unlike Fear, the enemy has very few ways to defend against it. However, with that said the other powers are generally unimpressive, with only Life Leech being able to do anything of note. Because of this, the Tyrant will usually want to trade out for one of the disciplines, all three of which contain excellent choices for him. The only real reason to keep to your basic powers is if you are facing another aggressive melee army that you think the extra debuff can swing a fight when you're already expecting to have access to some of the Biomancy powers.

The Swarmlord is basically identical except that Telepathy is extra-awesome for him, since he can access the Warp Charge 2 powers in it; you should virtually always being taking at least one or three Telepathy powers for him.

Tervigons are the first unit where we have a real dilemma, and that dilemma is Catalyst. Catalyst is a fantastic power for protecting your bugs (despite or in some cases because of the changes) and should always be a consideration. However, Biomancy contains some similar powers (Iron Arm for protecting itself, Endurance for being strictly better)- with the caveat that you are not guaranteed to get them. So power-swapping with the Tervi is always a bit of a gamble, but it's a gamble that can give you some very nice stuff. Tervis generally want to pick from the Biomancy table, although Telepathy has a couple good picks as well. If you're looking to power-swap regularly I would suggest grabbing both Catalyst and Onslaught as upgrade powers, as getting the extra one when you swap is nice and Onslaught is actually quite useful on its own.

Zoanthropes are perhaps the undisputed masters of Tyranid psychic powers, since they have BS4 for the witchfires and get two powers each while coming in squads of three. Along with the ability to arrive anywhere on the field, this gives them quite a bit of flexibility, though being T4 does end up meaning that they are very vulnerable to enemy heavy shooting. Coming with Warp Lance/Blast standard they have a good way to kill heavy tanks and an acceptable Marine-killing gun base, but unless you're facing a double-Land Raider list you probably want to be swapping these out. Telepathy is an extremely strong choice for them, giving you several utility buffs and a good anti-infantry attack, while Biomancy is a lot weaker- it has several awesome powers but also several that do very little, so you're either getting awesome stuff or garbage. Telekinesis has some nice bits in it and walks a bit more of a middle ground, but you still have some powers that will often be "dead."

The Doom of Malan'tai can keep Cataclysm if you're expecting to see some heavy armor (tanks or infantry) and want a way to handle some of them, but more often than not you'll want to swap into Psychic Shriek from the Telepathy discipline, since it's basically just an improved version of his normal aura. If you land wrong or they roll well, aim a second one at them and try again. I feel compelled to point out that taking Biomancy has a small chance of giving you Iron Arm, which makes you Eternal Warrior and thus almost impossible to kill, but with the chances of getting it so low it's really only something you should do for lulz.

Broodlords have very little reason to bother keeping their original powers; Aura of Despair is absolute garbage and Hypnotic Gaze, while not terrible, now contends with Deny rolls to try and shut down an enemy character (though challenges can make this less necessary.) However, his Ballistic Skill of zero is greatly limiting in terms of what he can realistically take, as witchfires of any kind are worthless to him. (Note, however, that beams, maelstroms, and novas all work, since he does not have to roll to hit.) For that reason Telepathy is a bit risky for him (two good, one weak, one unusable, unusable Primaris.) Telekinesis is surprisingly decent (three good, one decent, one unusable, decent Primaris.) Biomancy is very hot and cold (four good, two unusable, unusable Primaris) but is still going to be your best pick a lot of the time. Bottom line: Broodlords may be a cheap and flexible psyker, but you will sometimes roll up results that do absolutely nothing, so be prepared for it.

So most Tyranids benefit most from Biomancy, Telepathy, or a combination of the two, although you can certainly do some good things with Telekinesis as well. Remember you pick powers one at a time, so if you swap things out and end up getting one of the "best" powers from a list, you may want to consider calling it good and moving on to one of the other disciplines in hopes of getting some luck there; similarly, if you get a garbage power you are completely unable to use, you may want to take something "safe" for your second pick to ensure your psychic abilities are not completely wasted.

With that out of the way, let's take a look at the powers themselves and how they stack up.

Biomancy Powers
SMITE: The Primaris power for the discipline, it's the same shitty Marine ability we all know and pretend doesn't exist. The reduction to cover is a minor boon, but four S4 shots (even with AP2) are absolutely nothing to be impressed with. Worse yet, most Tyranids are BS3, meaning you won't even get all that many hits with it. It will be a rare day when you decide to swap into this power.

IRON ARM: Gives you +d3 to your Strength and Toughness and Eternal Warrior- the only way 'Nids get the latter. As a self-buff, it can be limited in applications and for MCs Smash Attacks make the Strength bonus less relevant, but it's still useful in many situations and making yourself T8 or T9 can be absolutely crazy. Remember the majority toughness rules when using Iron Arm, as it can drastically shift the numbers your opponent needs to roll.

ENFEEBLE: One of the stars of the discipline, Enfeeble gives -1 Strength and Toughness to an enemy unit and makes them move as in difficult terrain (which can make bikers and jump troops bonk themselves to death, as usual.) Even a single application of this power can drastically swing a combat and multiple applications can make for some laughable situations (though it can't reduce a model to T0 on its own.) With the added bonus of being a malediction and thus not needing a hit roll or limiting your shooting/assault targets, you're hard-pressed to want more than this.

ENDURANCE: The other big name from Biomancy, Endurance gives Feel No Pain, Relentless, and It Will Not Die. The latter rule, for those not familiar with it, restores a wound (or hull point, oddly) at the end of the controller's turn on a roll of 5+. Though it does its best work on monstrous creatures, who are unlikely to suffer instant death and have multiple wounds to make use of IWND, even little bugs enjoy getting an additional chance to shrug off damage. Relentless, unfortunately, is wasted on our models.

LIFE LEECH: Many have complained that this is a "strictly better" version of Leech Essence, but let's look at the fact: Life Leech is two shots, hits on fours, wounds on 2s, and allows cover but not armor; it can only ever give you one wound back. Leech Essence hits automatically d3 times, wounds on 5s (against Marines, anyways), and allows cover but not armor; it can get you back one wound for each one you deal. Leech Essence is actually superior against T3 targets (averaging one wound before saves compared to .85 for Life Leech) and slightly inferior against Marines (.66 vs .85 expected), but has the advantage of a higher upside potential. Now that we've barged through that nonsense: Life Leech isn't a very good power. You'll take it if you roll it up, but it's not really something you want and its range is short enough you won't often actually get any wounds back from it.

WARP SPEED: Following the stat-altering pattern, this gives the caster d3 to its attacks and initiative as well as Fleet; this is decidedly less good than the others, but still acceptable, as more attacks on your fighting critters is nice and it helps push out your charge range a little bit. And for those that have a hate-on for JotWW, it can significantly boost your odds of passing such a test (for a Tervigon, anyways), so you may rejoice in that. Tervis are definitely the greatest beneficiaries of this power, but hardly the only ones.

HAEMORRHAGE: Yes, spelled like that. Haemo is very weak on its own, causing a single wound on a failed toughness test and getting to "chain" to a new model if it kills something; the fact that it is a focused witchfire is only somewhat a bonus. However, paired with Enfeeble to drop the stats of a unit down to well below their normal levels and potentially cause a cascade of deaths. However, this trick is very risky (it requires casting several powers successfully in sequence, hitting with Haemo, and then getting them to roll particular results), but when it does work it's hilarious. Of course, by the time you've double- or triple-debuffed an enemy unit you could kill them with just about anything anyways, so...

Telekinesis Discipline
ASSAIL: The Primaris power; a S6 beam attack with a range of 18" and the Strikedown rule (halves initiative, move as in difficult.) While not terribly exciting, if Assail had been S7 it probably would have been reasonably solid for wounding some models and taking a hull point off a couple tanks; however, at S6 it's not all that likely to have any real effect (despite the boon of the autohit) and thus not really something you care to take most of the time.

CRUSH: This really feels like it should've been the Primaris, but sure, whatever. Strength 2d6 is pretty good and an AP od d6 is also nice- half your shots are Marine-killers and one third of them are tank-killers. (Well, sort of.) It's actually rather shitty against infantry unless you desperately need to try and kill the nearest guy, as even being a focused witchfire doesn't help much when your range is only 12". So use it to try and bash tanks and you'll do okay, but since you can't get it consistently Tele as a whole loses out a lot.

GATE OF INFINITY: Like the SM power, but a couple of changes. Your 24" is measured from any one member of the unit and you can disappear from melee combat for sure (since it's a blessing.) DSing in general is always a bit risky, but Gate carries a small additional risk if you have a squad, as one of them can randomly vanish- Tyrant with Guard beware. Still, it's a pretty excellent utility power and you won't really every be sad to see it come up.

OBJURATION MECHANICUM: Another anti-tank power, this one inflicting an automatic Haywire hit on everyone in the unit and forcing them to reroll hit/wound rolls of six. Awesome against tanks, awesome against Rending/Tesla models, awesome when you have flying monstrous creatures, awesome for preventing Overwatch losses, and a decent little debuff if you don't need any of those other things. All in all, one of your happiest powers in the discipline.

SHOCKWAVE: A nova (so auto-hits all enemies) with a 12" range that causes d6 pinning S3 hits. Not really very scary to most units, but on a flying critter or Broodlord that can get into the middle of an enemy formation you have the potential to cause some damage. Meh, it could be worse.

TELEKINE DOME: Gives one unit within 12" of you a 5++ against shooting that reflects shots just like Necron Lychguard do. To be honest, the reflection part is really just a gimmick- a 5++ is at least semi-reasonable by itself, though hardly great. It will occasionally cause silly stuff to happen on Overwatch, but isn't terribly relevant. Remember that you always use your best save, whether you want to or not, so (for example) a Zoanthrope can never benefit from this power.

VORTEX OF DOOM: Exactly like the SM power but Warp Charge 2 and thus garbage. Only the Swarmlord can even access this and you never, ever want to roll it up.

Telepathy Discipline
PSYCHIC SHRIEK: The Primaris power. A witchfire that causes wounds equal to 3d6 minus the target's Leadership (which will use the highest value in the squad, as normal) with no armor or cover saves allowed. Although a bit random, this can be absolutely brutal to many units and is a great choice if you're looking to murder non-vehicle units of pretty much any kind. This power alone is one of the best reasons to take Telepathy as a discipline, since most units can simply swap any garbage powers they roll up into this (bar a Broodlord, of course.)

DOMINATE: Forces one unit to make a Leadership test any time it wants to do anything (move, shoot, assault, run.) Although most units tend to be high enough Leadership to pass the test the majority of the time, the random chance for them to completely fail at doing something can be a nice addition and it especially punishes units that want to perform sequences of actions (move into position, take some shots, charge you) in order to be used effectively. Like most of the Telepathy powers it really shines against low-Ld armies like IG, Tau, and Eldar.

MENTAL FORTITUDE: Lets a unit in 24" auto-regroup and makes them Fearless. The Synapse rule makes this power largely worthless, though it can be some help to Genestealers. Its large range also lets it occasionally bolster a unit well outside of your Synapse range and keep them from falling back, although it will do nothing to help their Instinctive Behavior test. For the most part this is garbage and should be swapped out first chance you get.

PUPPET MASTER: A focused witchfire, but one that does no damage- instead, the targeted model takes an immediate shot as if it were under your control. Aside from the roll to hit, there are a couple limiting factors here; in a unit, you generally won't be lucky enough to catch the heavy weapons guy (unless you roll that five or lower on the test), but have the advantage of being able to shoot in any direction (as infantry have 360 sight.) Contrawise, against vehicles you have no worry of getting the wrong one, but its weapons are less likely to be pointing in the direction you need them to be. (One also wonders how such units shoot- are they limited by their movement from the enemy's turn, or do they shoot as if stationary since they did not move during your turn and are treated as being one of your units?) In any case the power is a fairly reasonable one and can be used to devastating effect in some cases to turn an enemy Meltagun against his own transport, etc, but will usually be a lot worse than that. If you roll it, be on the lookout for good targets, as it's something that the enemy will have trouble keeping from giving you opportunities on.

TERRIFY: Another all-star power, this removes the Fearless rule, makes the unit Fear all enemies, and forces an immediate morale check- note that the latter part is not a result of casualties and thus Dangerous tests (or subsequent shooting) can force more of these. With concentrated effort it is quite possible to scare a unit right off the board in a single turn despite the inability to escort them off as you used to. This works best on backfield shooting units (like Broadsides) that are vulnerable to running off in a single movement or against large Fearless units (like Orks or enemy Tyranids) immediately before you charge into combat with them.

INVISIBILITY: One of the Warp Charge 2 powers (and thus only accessible by the Swarmlord), this grants the Shrouded and Stealth rules to a unit, makes the enemy fight them at WS1 and prevents them from using Counterattack against you. (Oddly, they still get to Overwatch.) With its huge improvement to cover saves (4+ in the open, even) and pseudo-Paroxysm, Invisibility is an incredibly powerful ability, though you'll need to find an appropriate target to put it on; a large squad of Gaunts or other tough squad can work. Unlike some other codices it's hard to deliver a real death-bomb with this power, but a front wave of Gargoyles that are all but untouchable is nothing to sneeze at and can ensure that your front line of chargers get stuck in with the enemy and tie them up long enough for your other units to arrive.

HALLUCINATION: The other Swarmlord-specific power, this one isn't nearly as scary as the internet makes it out to be, though it's obviously quite excellent. If it goes through the enemy has equal chances of being pinned automatically (unless they were immune to pinning), standing and doing nothing (not even fighting in CC), or inflicting a single hit per model on their own unit. Though many regard the last one as the scariest, in truth that's only true for certain melee hammers- for Orks or Marines, to name some examples, the damage actually caused will be minimal. The other two results, however, can be excellent for taking the enemy out of the fight for a turn, giving you a chance to deal with something else, and the fact that the power is used during movement means you can cast it, see what happens, and plan your turn accordingly. Note that, as a malediction, the effects last until the end of the enemy turn, so if you roll a "can't do anything" result you can freely assault said unit and fight two rounds of combat with him before having to worry about him swinging back- in many cases this can be sufficient to whittle them down to nothing, especially if they are in cover or have dangerous Overwatch (both normally problematic for 'Nids.)


So Tyranids end up with a fair number of good options in their psychic powers, though lamentably not really any that can consistently deal with vehicles, which is sad. However, there are tons of good options in there for utility in the list.

For those of you eagerly awaiting an update to the Tyranid reviews, please be patient. A lot has changed since 5E and your strategies- if not always units- are going to be very different. One thing I can say: hordes of smaller bugs are much, much more dangerous now and seem like they'll for the backbone of many armies, especially in light of the above psychic powers, but I'm still testing out different possibilities and discussing things with the many other people who are playing with 'Nids. I don't want to venture any kind of strong opinions as to their viability or nonviability at this point, as flyers are simply too much of a deciding factor, but certainly there are options there that are quite strong against everything that you don't have to hit on sixes.

Comments (48)

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How else would you spell "Haemorrhage"? Bloody Americans.
9 replies · active 663 weeks ago
Alastores's avatar

Alastores · 663 weeks ago

I know. We rarely complain about their racial hatred for the letter U, so it's hardly fair for them to correct us when we spell words correctly. :P
We generally ignore your perverse cultural fetish for the letter U and your buttlust for other unnecessary vowels. If you don't pronounce it, why be a stickler for it's inclusion?
alastores's avatar

alastores · 663 weeks ago

Because that is the correct spelling of the word, obviously. Incidentally, of your sentence above, if we were to follow your advice and only use letters as pronounced, your sentance would be:-

We Genrlly ignor yor pervurs cultrul fetish for the lttr U nd yr butlust fr othr unesri vowls. f u dnt pronousc it, y, b, a stklr for its inklsion.

Actually, that's not entirely right entire, but...words aren't phonetic.

If we are being serious, some words are closer to their originals in American (especially in prounciation), some in English. Haemo, is, however, the correct spelling. American's refusal to use AE causes problems.

For example, does a pedo is feet, not children.

(and on an entirely unrelated note, Daemon is a seperate word to demon, GW. This is why King James' Daemonologie refers to both).
I should be spelt hæmorrhage, but for some reason everyone in the Anglosphere developed a real bias against the humble æsc, written Æ or æ, in favour of the upstart digraph "ae." Barbarians, the lot of you!
You are correct. But my keyboard doesn't have that symbol and I don't know how to make it type it. :P
Alt+0198 for an upper case Æsc, or Alt+0230 for the lower case æsc. You may think I'm a typography obsessive nutcase, and I am, but you'll thank me next time you need to draw up an army list containing Chaos Dæmons or your D&D group heads to the Ætheral Plane! ^_^
-laughs-.
You lot are just still bitter about how we bloodied your nose during the Vryheidsoorloë, or as you insiston calling them the Boer Wars.

Afrikaan-Americans, we screw up everybody's day!
Mental fortitude does have one (potentially) good use, though. Move a unit of hormagaunts or raveners outside of synapse in hopes of getting rage next turn for a charge and then toss mental fortitude on them so they don't run off when the enemy inflicts 25% casualties and Warp Speed really comes to it's own with Tervigons because you halve attacks before you add so a Tervigon only ever loses 1 attacks when smashing. Add in crushing claws and you have a monster with I1 in combat and between either 5-9 S5 attacks or 4-8 S10 attacks, with another attack if he charges. Not bad.
You recommend buying both Onslaught and Catalyst when you plan to swap out Tervi powers. Do you think a warp charge 1 tervi really needs 3 rolls on the charts to be effective? Three powers just strikes me as a bit of overkill.
2 replies · active 663 weeks ago
I think it's more for increasing the chances of getting the powers that you want. Tervigons want to get enfeeble and endurance the most but having Iron Arm or Warp Speed can also turn it into a total close combat monster (with Iron Arm protecting it even better than Catalyst or Endurance 66% of the time against S8 or less) and taking 3 powers means that you're guaranteed at least one of the four powers. With two there's a chance you might be stuck with Haemorrhage and Life Leech and nothing else.
Yeah, it's really a matter of getting at least one good power and having options for what to cast- With two "junk" powers in the table (Haemo, Leech) three powers guarantees that you will get something useful and it's quite possible to get two good ones. 15pts for that added confidence is well worth it, because unlike Imperial psykers you don't get a Force Weapon to blow unneeded Warp Charge on.
Spam rolls on Telekinesis if facing against flyers. Repeat casts of Objuration Mechanicum are Nids best weapon against flyers.
3 replies · active 663 weeks ago
If you're lucky enough to get it more than once or twice, sure. I wish GW would've let you pick a power when you rolled doubles (as in WF B) rather than simply rolling a new power.
Luck or stacking the deck. In my non optimised psyker list I have 6 psykers and 15 power sots. On everyone but the Swarmlord I have a 1/5 chance of getting it per slot, so I usually get it 3 times. Also TK is the best disapline in my opinion. The weakness of both swarmy and the tervifex is speed, gate let's you always assault on turn 2. The only sucky powers are Void and shockwave. Even then shockwave is good for Blords as a way to soften units up before charging (and helps if the charge doesn't go off .)
Puppet Master + Flamers = LOL
I'm not sure I agree swapping Cataclysm for Psychic Shriek. Cataclysm got a huge bonus against vehicles now that you always hit on full strenght with blasts, and it usually murders infantry good. But sure against few model targets like MC's, Shriek can be better. It's nice to have the option at least.

I'm enjoying my Crushigon list atm. Crushigon/Tervifex is a Tervigon designed for close combat. I give mine Adrenal Glands, Toxin Sacs, Crushing Claws and three powers to roll on the Biomancy discipline, hoping for Endurance or Iron Arm. Warp Speed can be pretty hilarious with Crushing Claws - I've had a Tervigon annihilate units, sporting 10 poisonous S6 attacks on the charge, 11 if counting Hammer of Wrath. And the modifiers work great with Smash, since you only half your attack characteristic and apply the bonus afterwards. 8 S10 attacks, sweet. Have an Old Adversary Tyrant nearby for extra lols. The drawback with Crushing Claws is that you always attack at I1 regardless of modifiers.

Basically Biomancy opens up a build with close combat relevant Tervigons running in the front lines and spreading out the hitting power in your army.

Tyrant/Swarmlord deathstar
Hive Guards
3 Crushigons

That's the basic of my list.
1 reply · active 663 weeks ago
The thing about Cataclysm is that if you've already got the Doom going, it gets you some more use out of it with a potential hit from a big blast. However, if you scattered badly or the enemy rolled well on their test (or cover saves :\), the Doom may be stuck at a measly four wounds, in which case you kinda want to pump him up a bit to make him an actual threat. Shriek lets you do this; Cataclysm much less so.

Crushing Claws still feels far too expensive for me to want on a WS3 model, and all the more so because it negates a significant part of the Warp Speed bonus. It's quite easy to roll up a guy who is a beast to bring down, though- there are simply so many buffs in Biomancy that you chances of getting one are quite high. I'd just grab Scything Talons for a nice 5pt bonus (which also makes your swings against vehicles more likely to land, even sans powers.)
Does enfeeble stack? The rulebook does mention somewhere that the same psychic maledictions are not cumulative
6 replies · active 663 weeks ago
"Note that bonuses and penalties from different maledictions are always cumulative, but cannot, unless otherwise stated, take a characteristic above 10 or below 1."

That may be the passage you're thinking of, and it doesn't actually prevent several of them from being stacked together.
ThatPirateGuy's avatar

ThatPirateGuy · 663 weeks ago

I just checked and the exact text is "Note that bonuses and penalties from different maledictions are always cumulative, but cannot, unless otherwise stated take characteristics above 10 or below 1."

this on page 68.

The question is "What does different mean?"

The case for stacking is to interpret different to mean that each casting is a different malediction.

The case for not stacking to interpret different to mean a different malediction.

Thus it is written.
Allowing different powers to stack is not the same as prohibiting the same power from stacking.
I think it's more a case of - allowing different powers to stack is not the same as allowing the same power from stacking.
It should read 'allowing the same power to stack' ofc.
Modifiers innately stack in 40K unless prohibited from doing so; if you have Furious Charge and a Frost Sword, you're swinging at +2 Strength. Since there is no prohibition from Enfeeble being cast on the same target multiple times (though you obviously can't do so from the same psyker), I fail to see any reason it shouldn't work.
Why not just swap out Dominion on a Tervigon?
1 reply · active 663 weeks ago
Because the way the swap is worded in the FAQ, it's all or nothing. You can't just swap out one.
Can Puppet Master make the chosen model shoot another model in the same unit? it would be funny to meltagun that IC in the back with his own bodyguard, for sure
3 replies · active 663 weeks ago
Unfortunely not. It allows you to use an enemy model to make a shooting attack, and as the rules for shooting attacks don't let you target your own units (at least, I haven't found anywhere that says you can) you can't kill anyone in your own squad. You can kill a character in another squad with Precision Shot though, so it's not impossible for you to take a Sniper and then Rend a Librarian or something.
thats a shame. still, its a fun thing to use on backfield heavy weapon units. perfect view of rear armour there!
Actually it allows you to make a shooting attack "as if it were one of your own models," which allows it to fire at formerly-friendly targets with him and even template his own guys. However, the power has an explicit prohibition about targeting his own unit with that attack, which is why that trick won't work. (Of course, if you target something else and merely hit his unit as splash damage that's perfectly okay.)
LIFE LEECH has one other plus being Str 6 is can hurt tanks while Leech Essence can not.

Biomancy lost out in may ways by not having a Charge 2 power since you are less likely to get the power(s) you want that with other Disciplines. While Divination also has 6 level one powers at least Marines will be happy to take the Primary power.
4 replies · active 663 weeks ago
S6 is kinda the worst sort of tank-hunting you can get, especially since you're rolling to hit with BS3 in order to do so.

Biomancy, like Telekinesis, mostly suffers from having a shitty Primaris power; Telepathy and Divination both have excellent ones and are much more useful as a result. (Divination also has a fantastic array of abilities as a whole, but that's another issue.) The lack of a WC2 power would be less problematic if you could at least be guaranteed of being able to swap into something moderately useful; for a discipline so focused on buff/debuff spells, it seems bizarre to have a worthless shooting attack be the Primaris ability.
Arranged alphabetically, Biomancy is the first discipline. You can imagine the developers had a right ol' chuckle picking the first power someone picking up the brb or psychic deck might read.
"Hur hur, it's the same old Smite! Hur hur.".
It is not really a question of how bad it is at Tank Hunting, the point is that it is better than Leech Essence at tank hunting and since powers are random you can at least use it on anything other than the Broodlord. Sure if my Tyrant has got Quad Dev's I would not use it on a tank.

If I have Iron Arm/Enduracne I will be using those every turn but there are times when Leech will be better than Enfeeble (no infantry in range) or Warp Speed (nothing in a reasonable charge range, or that you want to charge).
Sure, but the point of comparing them was that Life Leech isn't "just better" than Leech Essence. It has some upsides (S6) and some downsides (roll to hit, can only give one wound.) You might consider it marginally better, but hardly a blowout in any sense.
I disagree on the tyrant,

Your only ever casting one psychic power.

Many of the new ones buff a unit but Paroxysm is good because you debuff an enemy unit. your only going to be casting one so stick with whats dependable and eliminate an extra variable.
1 reply · active 663 weeks ago
Paroxysm's short range means you're less likely to see use out of it (since it's easier to be within 12" or 24" of your own army than 12" of the enemy) and Deny rolls mean it will fail you more often; contrawise, the buff and debuff spells from the book usually have better reach than that.

Parox is still a nice spell, but many of the choices from disciplines eclipse it in a lot of situations. As I say, it's not without uses, but since you have to effectively waste your other power to get it (since the other 'Nid powers are unimpressive) I'm not sure it's really worthwhile.
This is probably more of a clarification then a correction "even little bugs enjoy getting an additional chance to shrug off damage." By little bugs you mean "multi-wound little bugs" right? You have to be alive at the "end of a friendly turn" to use it, and obviously if you only have one wound that precludes your access to such powers.

I don't think you're thinking big enough on Invisibility (and this is kind of what was spinning in my head when were chatting on Saturday). 20 Genies+Broodlord+Invisibility+Preferred Enemy (Because you brought Swarmy for Invis already)+Endurance(or Catalyst)=fun times. You got MTC to roll around with a 2+ cover, and you eye ball fuck anything you touch. This is one unit I would gladly multi-assault with. Leave the sacs/glands/talons at home, but maybe grab Implant for the Broodlord just so he dominates challenges? (or Acid Blood It Will Not Die sounds kind of humorous).

At least that's what's been buzzing for me. I can certainly see your point about keeping other Stealer units small, to spam Broodlord die rolls, but one or two big units are great blessing magnets.
3 replies · active 663 weeks ago
Not sure why (plus) signs aren't showing up. Good god I love that edit button though :P. Edit: NVM, they came back when I refreshed. Odd.
Endurance also gives you Feel No Pain, which is what I was referring to.

With regards to Invisibility, taking a unit like that in hopes of Invis feels very risky to me- sure, it'd be nasty if you can manage it, but it's also overkill in most cases (what are twenty Genestealers going to kill that fifteen can't?) and not particularly impressive if you fail to roll that one power you want. I don't think large Genestealer squads are the way to go, because among other reasons they are deathstars that can't effectively fight other deathstars- however scary you may think that unit is, it still can't go after Paladins or anything with a bunch of attacks sitting in cover or anything with multiple Flamers (which don't give a fuck about how Invisible you are.)
Regards to endurance, yeah I was pretty sure that's what you meant. The wording wasn't completely clear

Heh, good point on the Flamers. WS 1 would help quite a bit against the Pallies though. Hitting on 5's, wounding on 4's, should keep the losses down to a manageable range. Plus, against true stars, you should have enough Biomancy rolls to throw some enfeeble out. Give me two stacks of enfeeble on a Pallystar and WS 1 and I'll let them swing first, even if not in cover, just to be a good sport ;) .

And thats why 20 over 15, because it's better to give 20 models Invisibility/FNP/PE then just 15, and some models are going to die. I think that's why a lot of modern players struggle when moving out of the MSU mold (not directed at you, just a general tendency). When you're not going MSU, you go big or go home, particularly with squad based multipliers. (this isn't to say that every unit has to be large, just a few preferred targets). Think about it this way, if you could spend 14 points on a GS with PE/FNP/Invisi or 14 points on one without it, which are you going to choose?

Good point on not getting invisibility (though with 4 rolls you muster a decent chance). Still, 20 dudes with PE/FNP isn't too awful, and if you didn't get Invisi you did probably get Hallucination or some other fun powers.

The list I'm playing around with in my head is a Swarmy star, Dakka Fex/Prime star (all with Regen), 20 Stealers w/Brood, then smaller (6X+Brood) Stealer squads. Maybe a Tervy/gaunts. Maybe some Zoanes. Basically three units that would just love some Endurance (and other blessing) love, the fexes to pewpew planes, Swarmy to control the middle, and the Stealers running around eating stuffs (possibly a unit or two coming from the flanks), and lots of Psychic die rolls. Not sure how competitive it would work out to be but it has a solid answer to our 3 basic unit types, and 3 units that could potentially be huge head aches for anyone trying bring um down.
A point about doom of malantai: since he is a zoanthropw he also gets warp lance and blast (it says so in the faq) therefore he actually has 3 dice to try to get iron arm. Still gimmicky for sure but a lot more reliable than if it was only 1/6 chance
1 reply · active 661 weeks ago
I think you're reading too far into the FAQ there. The Doom is treated as a Zoanthrope for the purposes of warp field which is listed as something he has in his entry. It also clearly states which psychic powers he has in his entry and in the army list: he only has Cataclysm.

Unless you can point at something in a FAQ that specifically says he should now have 3 powers, I wouldn't bank on this.
As awesome as all the powers are, and how much fun they are to play with, I always get a sad face when I read this because I think so many tournament players will simply ally in a Runes of Warding farseer. With that one model on the table, all these fun powers turn into a self-flagellation party for your synapse creatures unless you can figure out how to hunt and kill that one model in the early game.

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