Friday, December 6, 2013

Breaking The Meta PT 3: Psychic Powers

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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