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October 2, 2012 by darrell
Video Sponsors: Kings of War – Dark Age
Today we take a look at the telekinesis discipline… with it rock our world?
I’ve not come up against telekinesis yet. I can see why So far in 6th i have stuck with the codex powers with my Eldar and only used Divination with my Dark Angels. So I’m looking forward to what I presume will be a review by you guys of all the powers.
An inquisitor with a null rod could probably help with vortex of doom?? (incase it failed)
I personally think the telepathy powers are the best. Anything to mess around with the opponents army I love it
One of my favourite powers though is Spontaneous Combustion from Pyromancy. Its just fluffy lol
Homing beacons won’t help with Gate of Infinity I think?
But yeh a Null Rod is a good thing to pack if your thinking of Votexing of Doom
agree with the null rod rules even if i think its silly a psyker would hold a weapon that can kill him with “a glancing blow” and teleport homer wouldn’t work but a locator beacon would
My view of the psychic powers (i play codex marines and occasionally grey knights)
Assail: useless would never use it not seen the guys at my club use it if they even go for telekinesis
Crush: could be very useful but a little too random for my tastes e.g. woo i hit a dreadnought i should easy break it rolls a 2 on strength
Gate of infinity: a fantastic power always worth it… but I’m marines i get it anyway?
Objuration mechanicum: my personal favourite in this list haywire on vehicles and make those damn Tesla re roll 6′s? yes please and making an opponent re roll successes is always handy
shockwave: simply too weak and short ranged i’m not going to put my precious psyker close enough he can be charged back by the amount of units he’d need to hit to make it worth it
Telekine Dome: fair enough power but again I’m a marine i get a version that’s not much worse that isn’t random
Vortex of doom: wouldn’t take if i wasn’t relentless (lovely bikes and terminator armour) but a nice enough power on a leadership 10 psyker…however warp charge 2? ill just use it from my marine list for 1 warp charge and no randomisation
so 3(4 with right model) out of 7 powers worth it by my estimate enough to convince me to roll on a random table? no not really especially when my main army gets 3 of the 4 powers on their standard list
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