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Post by harryf on May 6, 2013 18:37:44 GMT -5
it seems to me that things like force weapon and stuff like jaws can really throw a wrench into my MC-driven playstyle, im just wondering how effective shadows is at defeating it most people said that shadows of the ward is the third most effective psychic defence in the game next to eldars and runic weapons, but just how effective?> mathhammer would say that the average of 3d6 is 10-11, which means a psyker with ld9 (which is the most common, aka librarians) would fail it more often than not im just wondering in general how effective is shadows as a form of psyker defence
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Post by danydaigle24 on May 6, 2013 18:50:27 GMT -5
well in our game I roll 10 on my GUO so your Swarmlord killed my GUO so I think its effective
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Post by LizardTau on May 6, 2013 19:19:00 GMT -5
Well there is no prefect psychic defense. But shadow in the warp is a good one, runes of warding being the same just better since it has a full board field reather then a small range. and runic weapons having a short range but cancel it out on a roll is good also unless you start rolling bad.
The other defenses that exist you didnt mention is negs to leadership like grey knight aegis which make models trying to cast psychic powers against units with the rule have negs to their leadership. The other is boosts to deny the witch like collars of khorne.
Shadow is good against close range abilties like force weapons and such were as ranged ones it doesnt work as good against. Runes does everything, nuff said.
Runic weapons again only in range and only if you roll good.
Aegis only works on offensive powers same with collars of khorne.
as for defenses vs force weapons in general then shadow of the warp is pretty good, but anouther defense is a psychic power, iron arms not only does it boost your str and toughness it gives you eternal warrior, if you have swarm lord and you take biomancy you are almost garenteed to get it.
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Post by harryf on May 6, 2013 19:23:14 GMT -5
when i played ray, he referred to the rune weapon as being "like the old hood", i didnt play in 5th so im wondering what the old psy hood did and what it does now, from what a lot of people are saying it seems like its really nerfed
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Post by LizardTau on May 6, 2013 19:34:52 GMT -5
yes old hood use to do what the runic weapons does now. If in range you could roll on a 4+ you cancel out the psychic power. The new hood just lets some one in range use the deny the witch of the psycher with the hood instead of their own, (since all psychers get a extra +1 to their deny the witch)
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Post by redshirt2375 on May 6, 2013 20:03:35 GMT -5
Actually the old hood was each player rolls a d6 and adds the models Ld. If the Hood-model rolled higher the power was cancelled and this was a board-wide power in 4th, then went to a 24" range in 5th (or at least I'm pretty sure that was the change to hoods in 5th)
Now they are as Jason said, a friendly unit within 6" can Deny the Witch as if that model was in the unit
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Post by calitom on May 6, 2013 23:55:00 GMT -5
The average psyker leadership is 10, as all space marine Librarians are 10. As are all Eldar, Tyranid and Chaos psykers...
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Post by Frosty the Pirate on May 7, 2013 6:38:27 GMT -5
Yeah, the best psychic defence in the game for an army is 50% chance to deny. Eldar, Tyranids and Space Wolves are the armies with the ability to pick-up those high coverage psychic defences.
(As a Note, there is a special 3+ Runic weapon on one of the SW chars, but he is 275 points and does little else)
3d6 vs Ld10 psychic check is exactly a 50% pass/fail rate. Considering all the other rolling (DTW, The effects of the power, etc) involved in using a psychic power, that's a pretty good defence!
Compare that to other armies like Tau or Necrons, their only psyker defense is a 6+ Deny the Witch! Tyranids have a really really strong psychic defence, and the best part is you don't even have to pay for it, it's fundamentally part of your codex from bringing synapse creatures.
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Post by Jack Shrapnel on May 7, 2013 6:45:05 GMT -5
As well shadows of the warp affects blessings... most armies cannot stop blessings from occurring at all.. nids just have to be in range for a 50% chance to stop it... given how effective buffs can be, nids, wolves and eldar are the only ones with even a chance at stopping them from occurring... that's very powerful.
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