Monday, July 2, 2012

 

Should you take rule book powers or stick to codex powers?

So with the new powers from 6th edition I was wondering how and what powers I could use and if they are effective or not. I here is what I came up with...

Farseers have mastery level 1. Spirit stones allows them to cast a second power at turn, making them mastery level 2. This means they get 2 warp charges at the beginning of every turn to spend. When outfitting your farseers you have to go 100% rule book powers or 100% codex powers. No taking some here and some there. That stinks but hey, we should be used to stuff like that with eldar. If you want codex powers then it all works the same was as in 5th edition. If you want Rule book powers then you must purchase you 1-4 powers like the codex says and then swap those out for rolls in the divination or telepathy charts in the rule book. If you want to do that then always choose the least expensive powers in the codex as they will be swapped out anyway. Each chart has 6 random powers and a Primaris power. You roll a D6 to see what power you get on the chart and if you dont like it you can always choose the Primaris power over it. An example would be...

Take Guide and swap it out for the divination chart, roll on the chart, if you like the power keep it, if not just take the Primaris power of Prescience which is a 12" guide power.
 
I will go over the new powers and list what I think is worth it an not. This is just my opinion. If you see any of tem in another light then I do please comment with your idea. I can't think of everything. I'd love to get more use out of these powers so please share ideas.

In the Divination catagory, It might be worth it to try and snag some of the powers available depending on how your army is run. It seems though, that you have to go all rulebook powers or all codex powers :-(.

*** BUT!! if you take 2 farseers!! you can have one pick powers from the codex and the other pick powers from the book.

Forboding seems good for any unit that seems to always get assaulted as it give counter attack and allows overwatch with normal BS skill.

forwarning makes any unit more survivable with a bonus invulnerable save of 4+

Misfortune is a sort of "doom" in tat it forces succesful Armour saves to be re rolled. My god, if you could cast doom and misfortune on a unit.....*EDIT* this is possible to do! requires 2 farseers.

Perfect Timing allows your units weapons to ignore cover saves. This could be nice for star cannons, but it only applies to the psykers unit...

Precognition can give ONLY your psyker the ability to re-roll all of its saves. Notso good for our farseers.

Scriers gaze isnt too much use to us either.



The telepathy pool Primaris power isnt all that appealing to me. Seems like mind war against a whole unit. I'd rather take a codex eldar power. So in this tree, if you dont roll what you want there isnt that great of a back up power.

Dominate can basically shut a unit down. It forces them to take a leadership test every time tey want to do something. But counting on a leadership test to be failed isn't something I like to do.

Mental Fortitude stops people from falling back... Id rather have a codex eldar power

Puppet master allows you to take comtrol of an enemy in the shooting phase and use it to blast their other units. This seems VERY powerfull. Have a jetseer boost 48" behind enemy lines and take their Heavy squad for a turn.

Terrify negates fearless and causes fear. Maybe be nice but not better then codex eldar powers

Invisibility requires 2 warp charges but is really great. Gives a unit stealth and shrouded. When they charge, the enemy hits wit WS1 and it negates the counter attack rules. This is a very nice power, but you cant ever rely on having it with te randomization.... so that makes it kind of difficult

Hallucination takes 2 warp charges and forces a unit to roll on a chart to see what hallucination they have. one auto pinns, one takes away move shoot or charging, and the last makes every model in the unit hit themselves. This is funny but once again the utility of it isnt quite as good as a some doom, guide, or fortune.

All in all I dont see the Telepathy chart that great of an option. The Divination chart on the oter hand can be very nice and with a little luck, even more powerful. But i'd always have at least 1 farseer stay with codex powers.

1 comment:

  1. Remember the Divination Primas Pomer is both shooting and Close Combat with twice the range of Guide.

    If I was taking a farseer for Guide(ing) some Eldar, I'd definitely use Divination over Codex.

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