SeerK here. In this third installment
of breaking the meta, we will be talking about using your psychic
powers
to maximum efficiency. I would also be remiss if I did not
clue people into how you combat psychic powers as well. With all the
Daemons and Eldar Bike councils running around you really need to
know how to deal with them.
SO this whole thing started because I
am sick of Tau and Riptides. These guys a very susceptible to the
effects of psychic powers. Granted if they are rolling deep with
Riptides they are using the Farsight supplement and have that stupid
Amulet of Moloch. Part of establishing psychic superiority and
dominance is destroying your opponents ability to counter your
powers. Using the previous shooting and close assault methods
discussed and good fire discipline can eliminate the threat of the
amulet. By concentrating on and eliminating the bearer of the
amulet, or equivalent psychic defense, with the heavy hitting
weapons, IE your AP 2 weapons, you open up your warlocks and seers to
hit the other units in the psychic defense zone with powers like Jinx
and Horrify. These allow units like Dark Reapers and others with AP
3 weapons to eliminate the remaining Riptides.
Its all about synergy. Despite how
much the codex has changed, the Eldar army is still about synergy.
The same could be said for pretty much any army or codex in the game,
but Eldar have to work together to get your desired results. This is
one of the primary reasons I hate what Wave Serpents have become.
They are like a crutch when used enmasse.
Lets look specifically at some of the
powers in the Runes of Fate and the Runes of Battle that can help
your other units wreck some havoc. Although many lament the fact
Warlocks have to roll for their powers and take psychic tests, the
Runes of Battle are very flexible now and make Warlocks much more of
a utility unit. I myself am A little put off I can only have 10 per
primary detachment, but I am an Ulthwe player so I am a bit biased.
I digress though. The two powers I really like in the Runes of
Battle are Protect/Jinx and Embolden/Horrify.
The Runes of Battle powers are duel
use. You have a blessing and a malediction in most cases. My third
favorite power is the only exception as it is a witchfire and
blessing. That Power being Destructor /Renewer. I choose
Protect/Jinx as my first favorite power because it does two things.
Literally and figuratively. Not only does it give your units a
better armor save but it removes the heavy armor advantage from your
opponents units. In the case of 2+ armored units this make your own
units way more effective against them. Although this is pretty
obvious, the true value does not make itself apparent until you start
looking at all your AP 3 weapons and the abilities tied to said
units. Combine this with stacking powers and enemy units fall apart
quick.
I will use the Riptide as an example.
So you have a Unit of Warlocks or several Warlocks within striking
distance of a Riptide. You successfully hit the Riptide with a Jinx
power. This reduces his armor save to a 3+ and unless he activated
his Nova reactor to improve his Invulnerably save this makes the
Riptide very Vulnerable to units like Dark Reapers. The Jinx power
will affect the whole unit, so if the Tau players is being cute and
attaching a Tau Commander or some other independent character to the
Riptide they will be affected to.
Embolden Horrify is great for making
units more susceptible to pinning and just running away in general.
Used in combination with units that have pinning weapons or psychic
powers can really cause problems for your opponent. Combining
Horrify with the Terrify power can be some great fun. Having a unit
or effect that causes you to re roll successful leader ship adds to
the fun. For example. You hit say a Unit with the Horrify power.
They are at -3 Leadership. You then hit them with the Terrify power.
They loose any fearless they may have had, but more importantly they
have to take a leadership test and possibly have to fall back.
Having a Hemlock Wraithfighter within 12 inches causing a re roll if
they succeed in passing the test makes it a bit more interesting.
This is a bit stacked I know, but I kinda want the Hemlock to be
useful for something. The real benefit to the Horrify power is
hitting units of psykers with it. If you get it to go through it can
really cause some problems for Seer Councils, screamer stars and
Tigerius. It combines will with Mind War and Psychic scream as well
so you can set up some one two punches with your Farseers and
Warlocks.
Spirit Seers add a nice bridge in the
psychic arsenal. They can choose from Runes of Battle and Telepathy.
This gives you some utility since they are Mastery level 2. If only
they could take Jet Bikes......
What I am really getting at is that you
have to look at how all your units interact. Look at how your main
codex interacts and build a firm foundation with your codex. Allies
do add some nice tricks and gimmicks, but you have to look at what
they add to the primary detachment. The Eldar have the greatest
psychic might in the game, not enough people are utilizing it. The
most common way people are using it is in the form of the Bike
Council or Jetseer Council as many refer to it. Two Farseers and up
to 10 Warlocks on Jet Bikes. A deathstar to rival any in the game.
In fact it may be the end all Deathstar in the game currently.
Neutralizing it can be very difficult. Especially if Fortune is
involved.
If you are running it or trying to get
rid of it, the methods I have gone over here and in the previous two
installments help. Basically you are trying to remove the synergy
from the unit. Removing the things that make it an unstoppable
force. Removing the cover save it can boost up to 2+, getting rid of
the Fortune re roll, eliminating the Embolden making it fearless.
Also just using things that specifically target psykers. Mindstrike
Missiles, Culexes Assassins, Shadows of the Warp, Hemlocks, and my
current favorite the Crucible of Malediction. Combined with
something that lowers leadership, it can be devastating to a unit of
psykers.
The meta will be shifting quite a bit
soon. The new supplements are really going to shake things up a bit
me thinks. More on that after I read them and we get a reaction from
the tournament scene. \\
So there is my 2 cents about breaking
the meta. I think I have all the Tau caused anger out of my system
now.
Until Next time
Blood Runs, Anger Rises, Death Wakes,
War Calls!!!!!!
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