Post by kerotan on Jan 30, 2014 0:37:02 GMT
Despite the annoyance of not being able to take rulebook powers for Nids, does anyone else think our psychic powers are actually by and large awesome? Many lists (including mine) will be running two flyrants. If the flyrants roll any of the powers catalyst, the horror, psychic scream then they're in business:
Catalyst: clearly useful in any nids list
The Horror: With SitW is brilliant. Even Ld10 units will be taking a pinning test at Ld5 if your flyrant is in 12''. And, it's a malediction, so your flyrant can pin a dangerous unit in the movement phase, and still shoot its devourers in the shooting phase; pure awesome. Some people say that The Horror lacks use due to a lot of things being fearless, but realistically, the two armies we are going to have most trouble against are Tau and Eldar, for which the only fearless things are Riptides, Wraithknights/lords/guard. Basically, there will usually be a nasty squad available to cast the horror on.
Psychic Scream: Not as good as the other two I'd say with only 6'' range, but if you cast it, you will certainly be in SitW range, so each unit within 6'' will effectively be taking a Ld test at -5, taking AP2 ignores cover wounds for each point they fail by. That has the potential to be devastating with a bit of luck and placement, and is certainly something any opponent should fear. Remember, Deny the Witch is rolled separately for each squad it hits, and if one squad denies it, it still goes off on the others. But this power is great against any squad, whatever leadership, and will be much feared by your average TEQ. Probably swap it out if you get it on a Zoanthrope or something, but useful on a flyrant.
Of course, Dominion is still a fine power for a primaris (certainly better than Smite), and Onslaught has some good uses on things like Exocrines. All in all, sure, Biomancy would probably be preferable with more defensive powers available, but I think we can cope.
Catalyst: clearly useful in any nids list
The Horror: With SitW is brilliant. Even Ld10 units will be taking a pinning test at Ld5 if your flyrant is in 12''. And, it's a malediction, so your flyrant can pin a dangerous unit in the movement phase, and still shoot its devourers in the shooting phase; pure awesome. Some people say that The Horror lacks use due to a lot of things being fearless, but realistically, the two armies we are going to have most trouble against are Tau and Eldar, for which the only fearless things are Riptides, Wraithknights/lords/guard. Basically, there will usually be a nasty squad available to cast the horror on.
Psychic Scream: Not as good as the other two I'd say with only 6'' range, but if you cast it, you will certainly be in SitW range, so each unit within 6'' will effectively be taking a Ld test at -5, taking AP2 ignores cover wounds for each point they fail by. That has the potential to be devastating with a bit of luck and placement, and is certainly something any opponent should fear. Remember, Deny the Witch is rolled separately for each squad it hits, and if one squad denies it, it still goes off on the others. But this power is great against any squad, whatever leadership, and will be much feared by your average TEQ. Probably swap it out if you get it on a Zoanthrope or something, but useful on a flyrant.
Of course, Dominion is still a fine power for a primaris (certainly better than Smite), and Onslaught has some good uses on things like Exocrines. All in all, sure, Biomancy would probably be preferable with more defensive powers available, but I think we can cope.