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Who needs a farseer?
Doom hands down. Conversely, I never really use eldritch storm (except when its on eldrad, rarely).
Last edited by Maximilian; August 31st, 2008 at 04:14.
To be honest I like all of them for one thing or the other. I probably use Mindwar the least and I have used Guide and Fortune the most. I used E Storm today to flip a chimera around so I could block the tail end of it but its not as useful now. I have also used it flip immobilized vehicle around to fire at the back end of the board. Its easier than having to try and destroy them.
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In the 5th edition rules it appears that fortune allows a vehicle to re-roll it's cover save. If that is widely excepted, then fortune is mind-blowing.
Ruthlessness is the mercy of the wise.
It's really tough to get cover saves on vehicles though without a special rule. Fast transports, though...hugely effective. Second place pick is definitely between guide (for walkers) or fortune (for transports mostly).
I'm going to have to go with "it's situational."
When ten Storm Guardians and a Warlock jump out of a Serpent to unleash two Flamers, Destructor, and then assault what few things are left alive, Doom is without question the best thing to have.
However, flip that over to a Seer Council, preferably Jetbikes but Fortuning the Serpent that just moved 24" to drop off walkers next turn works too, and Fortune turns a good unit into an amazingly tough one.
Since I routinely make good use of the flamer squad listed above, Doom gets my vote.
yeah, im gonna have to go with doom on this one. heres why. while it only targets one specific unit, that unit can be attacked by multiple units of our guys, thusly giving it an advantage over guide, imo. guide/doom work well together in the right situation, but if i have to go with one? its definately dr. DOOOOOOOOOOM.
I agree. Doom ftw. It can benefit more then one of your units and can be cast at a longer range then any of the other powers. with the inherent low Str of our list it's a great boon.
Each does have a situational strength, and fortune would be a close second. But we are talking all around favorite here.
I only ever use 3 powers so you'd think that it's a easy choice. It's between Doom,Guise and Fortune. Doom really does lend itself to my Harlies, now that the rending rules have changed but at the same time guide really does make my war walkers that much more deadly. Fortune..... well, that just makes mw WS indestructable when they fly in to the enemy ranks............
I think for me it's a tie between doom and guide. S&#T, have i really got to choose one power.
Both are such awesome powers!
DOOM, purely because as pointed out, it can benefit more than one unit.
I love doom guide and fortune. Fortuned avatar is almost unstoppable.
I use mind war every once in awhile, and only agianst pesky things, like a night bringer!
Yeah, I'm gonna have to agree with everyone. Doom is by far the best psychic power available to us, in general. Other powers become more of a priority depending on what type of list we wish to make, but doom is usually great for any list and any situation. It has great range for a psychic power, helping the farseer stay far away from the unit he is cursing. It can be used on a unit in combat to help our side bring them down. It also requires no LoS, meaning the farseer can hide behind impassable terrain and still use it. Best revision to the old codex was the re-addition of Doom IMO
"War does not determine who is right - only who is left" Bertrand Russell
We bring only death, and leave only carrion. It is a message even a Human can understand.