Dark Eldar: Psykers
Well now the tourney season is over for me and I’ve had a
good 18 tournament style games I’ll air a few of my thoughts on Eldrad’s
psychic powers. Now I went through Divination powers before the Brighton GT but
now it’s time for me to waltz onto the telepathy powers.
Telepathy/Divination
So let’s get into these telepathy powers then shall we?
(Prim) Psychic Shriek – This gives the psyker an ability the
same as the doom of malantai at 1 unit. Pretty useful especially if Eldrad's
being dragged around by the beast unit.
(1) Dominate – Unit must take a leadership test for every
action they make (move, shoot, run, charge) or they cannot perform any action
that phase. Very useful on say guard but against ld 10 units this is just a
waste of a cast really. Very situational and not reliable.
(2) Mental Fortitude – Unit immediately rallies and is
fearless. The auto rally isn’t that important for me really but the fearless
one is. The beast unit can sometimes be vulnerable to loosing combat if the razor
wings are attacked by strength 6. By being fearless this eliminates that worry.
(3) Puppet Master – Focused witch fire. Target fire a weapon
as it was your own in the shooting phase. This is very funny making a unit that
has just jumped out of there unit melta their own vehicle. Or a model uses their
own interceptor auto cannon on a flyer. What this is especially good at however
is targeting a vehicle. Imagine controlling a manticore and shooting the guard
blob unit behind a barricade?
(4) Terrify – Removes opponents fearless and forces them to
take a morale check. This is alright. Problem is most fearless units are also
leadership 10. I’d love to do this to a daemon unit then run them down after
winning combat though! Situational.
(5) Invisibility – this is the second power house spell of
the tree. Target unit gets stealth and shrouded. Charged units cant counter
attack and models attacking this unit count as ws 1 in combat. This spell makes
the beast unit silly. 4+ cover in the open and 2 up if they are in area terrain,
then mix that together with if there charged being 5+ to hit and no bonus
attack due to the baron. No one will want to charge them.
(6) Paranoia – Target unit either is pinned, can’t do
anything except move or hits its own unit at its modified strength using any
bonus to strength and ap with weapons they have. I tell you what this spell is
silly. We’re talking ork meganobz just wiping themselves out or a guard blob
unit smashing itself apart. Or even something as simple as a wraith unit not
being able to charge in a turn. No doubt about it this is a very powerful
spell.
Rankings
So now I’ve gone through this I think I’ll rank all the
spells in order of usefulness
14. Perfect Timing (Divination) probably the best spell
possible for Tau. Rubbish for The beast unit.
13. Scrier’s Gaze (Divination) Even if this did actually
work I have one unit in reserve so a bit over the top for them.
12. Forewarning (Divination) A 4+ invulnerable isn’t anything
to shout about really especially when the beast unit has many with that save
anyway.
11. Dominate (Telepathy) this is okay but its use is relatively
limited.
10. Terrify (Telepathy) again this is okay but its use is situational.
9. Psychic Shriek (Telepathy) the range of this limits this
spell too much for the way I’d use it.
8. Foreboding (Divination) I found this relatively useful counter
attack boosting the already high damage output of the beast unit. Amazing
combination with Invisibility
7. Mental Fortitude (Telepathy) Making the beast unit
fearless for 2 player turns really helps them out in long messy combats.
6. Precognition (Divination) Making Eldrad a god kinda
allows him to chomp through units on his own allowing him to split off.
5. Prescience (Divination) The king of spells atm. Lower
down only because dark eldar hit on 3’s anyway. The ability to spam this spell
with Eldrad tho makes it a very strong contender.
4. Hallucination (Telepathy) A powerful spell. Unfortunately
the random element makes this too unpredictable to get to first place but the
ability to cripple a unit for a turn makes this great.
3. Puppet Master (Telepathy) Excellent spell the ability to
shoot a vindicator into packed ranks of marines makes me chuckle.
2. Invisibility (Telepathy) Makes the main unit of the army
incredibly resilient in combat as well as shooting.
1. Misfortune (Divination) The best spell out there at the
moment in my opinion. Forcing to reroll successful saves is too brilliant to
pass up. At mayhem I had a situation where I had this up on a grey hunter unit
with wolf banner up. This meant any roll other than a 2 had to be rerolled!
This spell mixed with venom fire is devastating!
So Telepathy or
Divination?
Depends on who you’re playing. However I’ve developed a
system. Noted in the diagram below (check out my paint skillz!
The theory behind that is this. There are 3 powerful spells
per spell list (the top 6 in the list above) Maybe 4 that I wouldn’t mind
getting and 4 that frankly I’d never use unless there was nothing else to cast.
3 Of those useless spells are unfortunately Divination. Fortunately divination
primaris power is one of there more powerful spells (Prescience)
Therefore if I roll on Divination I’m always going to get a
useful spell. With Psychic Shriek being alright it’s better to roll on divination
first to clock up that first useful spell regardless of what I roll.
If I roll precognition or misfortune tho I’m still 100% guaranteed
a good spell with divination so I roll again. If I’m lucky and roll the second
good spell the next spell I’ll get is prescience as this is guaranteed meaning
ill definatly have 3 very useful spells in hand. I’ll then roll on telepathy as
that’s the only deck with ‘power’ spells left
However if I don’t roll misfortune or precognition on divination I grab prescience then move
onto telepathy as there’s a better chance to choose one of the ‘power spells’
with 3 being in telepathy and 2 in divination. If I roll a useless spell now I won’t
replace it with psychic shriek as this will reduce my chances of getting the
good spell. I’ll keep rolling on telepathy until I get one of the big three. At
this point I have a decision to make. If there are more or equal good spells
left in divination ill roll there. Otherwise ill roll on telepathy.
This process will hopefully maximise the usefulness of the
spells I get and as a result give Eldrad the advantage.
Please don’t follow this if you using Eldrad with Tau or
Eldar. Each spells usefulness is different dependant on the army you’re using.
As such the ‘Power spells’ will be much different in those armies.
I hoped you found this useful! Next time I’ll talk about the
infantry revolution until then... TA TA!
This is truly heroic,
ReplyDeleteMikos you blew my mind!
I love this.
ReplyDeleteFear my paint skillz
ReplyDeleteEpic article Mr Marlow, very interesting!
ReplyDelete