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The Armies of 40k => Imperial Forces => Topic started by: RandomGuardsman on July 6, 2012, 04:14:02 PM

Title: Primaris Psyker and his place in 6th edition.
Post by: RandomGuardsman on July 6, 2012, 04:14:02 PM
 I love my Primaris Psyker and I have managed to convert one to use on the field. One question I ask myself with the Primaris is, is there really any reason to swap his powers? If you really think about it, he is a 'Character' with all of the bonuses granted by the rule. Then you toss in a really powerful multishot attack and you get all sorts of multiwound shenanigans with the chances of rolling 6's to hit.
Then I think about all of the psychic defences all unit have and it makes me wonder if he is as worth it as before.

 Does anyone forsee a change in tactics for the Primaris? Does anyone see any reason to go for a new power? Does anyone find it odd that a "Primaris" Psyker is oddly named in 6th after reading the idea of Primaris class psykers in the 6th ed rule book? I smell irony......
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: balo on July 6, 2012, 04:32:53 PM
Personally, I am going to put him in my vendetta with a techpriest and a few servitors so I can repair the vendettas. Nightshroud means they even have to take a leadership roll to hit the vendetta. Lightning ark can potentially take out a light vehicle. Or go with telekinesis...mmmm gate of infinity..shockwave ....telekine dome.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Koval, Master Verispex on July 6, 2012, 04:57:42 PM
Does anyone find it odd that a "Primaris" Psyker is oddly named in 6th after reading the idea of Primaris class psykers in the 6th ed rule book? I smell irony......
I don't. The name's been in use for longer than the current Guard codex has been out. That the new Primaris powers are so named is just unfortunate.

I think there's a lot of scope for a Primaris to get plenty of use out of Biomancy and Telekinesis, although you're quite right in that he already comes with a very solid offensive power. I'd say it's down to personal preference: stick to your guns, or chance getting something that's potentially of greater utility?
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Mr Joe Moose on July 6, 2012, 05:45:59 PM
I can't wait to use him alongside my psyker battle squad.  Use Weaken Resolve to lower their LD, and then Psychic Shriek to dispatch the enemy en masse.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: LoH on July 6, 2012, 06:24:37 PM
In my first game, mine (who goes by Bester) answered a challenge from a Lord Commissar and smote him with a single swing of his Force Staff (ended up being strength 6 after calculating the effects of the psychic power Iron Arm and the weapon's S modifier).

Telekine Dome is useful for shielding a blob from flamers.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Nemo vas Varya on July 8, 2012, 01:13:28 PM
Gate of Infinity is awesome. If I read it correctly, it still allows for a vehicle the Primaris is in to move after teleporting, as it is technically one model, there is no risk. I am sure my Vendetta's pilot was getting dizzy, but my opponent was hating the fact that he NEVER knew where that Vendetta would be coming at him from, and at one point he gave up trying to predict as his 18 tanks were decimated. (He took advantage of two detachments to field 18 tanks, and then lucked out on a Big Guns Never Tire match...

Title: Re: Primaris Psyker and his place in 6th edition.
Post by: enlg on July 8, 2012, 01:35:42 PM
Quote
Gate of Infinity is awesome. If I read it correctly, it still allows for a vehicle the Primaris is in to move after teleporting, as it is technically one model, there is no risk. I am sure my Vendetta's pilot was getting dizzy, but my opponent was hating the fact that he NEVER knew where that Vendetta would be coming at him from, and at one point he gave up trying to predict as his 18 tanks were decimated. (He took advantage of two detachments to field 18 tanks, and then lucked out on a Big Guns Never Tire match...

Actually you did not read this incorrectly. Gate of Infinity affects a unit, and transports are not part of an independent characters' unit, they merely transport a unit as in the BRB.

This means that a primaris psyker using Gate of Infinity is a dangerous choice, as most useful squads are large (besides veterans), and relying on a run move to get out of a clumped formation is less than reliable.

On the other hand, gating the primaris psyker alone to avoid scatter wouldn't be all too effective either as the other telekenisis powers aren't terribly brutal when the caster won't survive long.


I think that Telepathy is probably the best discipline for the primaris psyker. With a psyker battle squad, psychic shriek is powerful, and besides that, terrify and puppet master are also quite good, and his Mastery of 1 makes him more likely to get these powers, as he can't cast hallucination and invisibility.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: WisdomLS on July 8, 2012, 06:01:45 PM
So far I've been using my PP with the divination powers, casting prescience (the one thats like guide) on blobb squads that have been first rank/second ranked is awesome, also very good on plasma/melta squads.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Guildmage Aech on July 8, 2012, 08:08:00 PM
Gate of Infinity is awesome. If I read it correctly, it still allows for a vehicle the Primaris is in to move after teleporting, as it is technically one model, there is no risk.

No. The transport vehicle is not part of the psykers unit, therefore it cannot be teleported. At best you teleport the psyker (and any other passengers) out of the vehicle, leaving it behind empty.

I suggest you apologise to the opponent you beat with the teleporting vendetta.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Calamity on July 8, 2012, 09:39:48 PM
The Primaris Pysker has been given a considerable boast under 6th ed if you ask me.

Under Biomancy powers, Enfeeble really helps to put your humble guardsmen on a much more equal footing.  Seriously, try casting it upon a mob of Ork boys, then hitting said unit with a volley from a FRFSRFing infantry blob or punisher tank. 

Endurance on an Ogyrn squad is just...well, look up it.  And also, this power turns a Primaris into an ametuer mechanic.  Remember that when making a mechanised force.  And if you can find a way to combine the two together (casting Enfeeble on an enemy, then casting Endurance on a big infantry mob who FRFSRF...then assault...with a priest included for example), things can become very good for us.

That's just some examples of course.  There is also the Psychic Shriek/Weaken Resolve combo too.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Trickstick on July 9, 2012, 04:28:40 AM
So far I've been using my PP with the divination powers, casting prescience (the one thats like guide) on blobb squads that have been first rank/second ranked is awesome, also very good on plasma/melta squads.

Primaris psykers can't use divination. Shame, I would definitely take one if you could. I've tried the shriek/weaken combo but I found the 12" range on shriek to be a pain. On the plus side, the primaris/ogryn combo I was using completely murdered a scarab swarm that tried to delay them.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: The Unseenly Invincible on July 9, 2012, 06:13:26 AM
He's pretty cool, this guy. It's probably because he can choose powers from 4 of the 5 "lores" of psychic powers, making him really adaptable. Pyromancy is a actually really powerful against almost anything. I generally roll 2 dice for Telepaphy, then take the 5 or 6, and replace others with Psychic Shriek.
Adaptability: that's his strong point.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: WisdomLS on July 9, 2012, 07:52:21 AM
So far I've been using my PP with the divination powers, casting prescience (the one thats like guide) on blobb squads that have been first rank/second ranked is awesome, also very good on plasma/melta squads.

Primaris psykers can't use divination. Shame, I would definitely take one if you could. I've tried the shriek/weaken combo but I found the 12" range on shriek to be a pain. On the plus side, the primaris/ogryn combo I was using completely murdered a scarab swarm that tried to delay them.

I totally cheated in a game   :(

Thanks for pointing that out I feel really bad now, must have misread the tiny chart, it did seem a little good with guard  :-[
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: khaine on July 9, 2012, 08:42:04 AM
He's pretty cool, this guy. It's probably because he can choose powers from 4 of the 5 "lores" of psychic powers, making him really adaptable. Pyromancy is a actually really powerful against almost anything. I generally roll 2 dice for Telepaphy, then take the 5 or 6, and replace others with Psychic Shriek.
Adaptability: that's his strong point.

Sadly (Stupidly?) as a Mastery Level 1 Psyker (IG FAQ) the Primaris Psyker doesn't generate enough Warp Charge (p66) to use either of those powers...  :-\
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Trickstick on July 9, 2012, 11:17:23 AM
Sadly (Stupidly?) as a Mastery Level 1 Psyker (IG FAQ) the Primaris Psyker doesn't generate enough Warp Charge (p66) to use either of those powers...  :-\

Yeah, it is a shame about mastery 1. Then again, Ezekiel only gets level 1 so I can't complain too much.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: balo on July 9, 2012, 01:03:42 PM
I read in a post on another site that you cannot use psychic powers from within a vehicle. Can anyone confirm or deny this as I don't have my BRB at work.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: WisdomLS on July 9, 2012, 06:17:18 PM
Some you can, some you can't. Depends on the type, you'll have to check which in your BDB page 66+ for the exact details.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Calamity on July 9, 2012, 07:04:02 PM
Well I know Physic Shooting Attacks can still be fired from fire points in a vehicle.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: balo on July 9, 2012, 07:26:52 PM
hey tangi,
Welcome Back!
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Skankin_Catachan on July 12, 2012, 11:44:22 AM
Finally got to use biomancy last game. Helped my infantry squads considerably. They even survived a charge from a kitted out death company.

With enough destructive potential coming from our army, It's refreshing to be able to buff our squads to make our forces last longer. Our attritional qualities get a further boost once again.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Calamity on July 12, 2012, 01:37:26 PM
Hi balo!

With all these new powers available to our Psykers, question is, will anyone stick with the orginal two powers?  After all, Warp Lightning is still a highly destructive power.  But, the new powers can be more useful to your overall battle plan.
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: RandomGuardsman on July 12, 2012, 05:50:18 PM
 So far I have run one game with the Primaris. I left his normal powers on him but failed to get him into range to use them. :( I can honestly see myself sticking to his normal powers as they work well with my PCS+4xGrenade Launcher combo in a chimera. Some of these other Psyker combos sound interesting but I have yet to try and field anything other than one Psyker as my most common opponents have anti psyker units (Eldar and Tyranid).
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: wper34 on July 13, 2012, 03:08:46 PM
With all these new powers available to our Psykers, question is, will anyone stick with the orginal two powers?  After all, Warp Lightning is still a highly destructive power.  But, the new powers can be more useful to your overall battle plan.

I might... However, those new powers from all four fields look too interesting to pass up. ;D

Having said that though, the random power generator reminds me of the old sanctioned pyskers from the previous Guard codex. (which mainly has useless powers. :P)

In a way, it can be described as bad that it is too random to rely on even with the advantage of being to utilised any of those powerful spells.

So if I am ever to go for any of those such powers, I personally would treat the Primaris Psykers as extra toppings on a very large & solid Imperial Guard ice cream...
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: Lazarus on July 13, 2012, 03:21:23 PM
Fire Shield was fun on my Russ.....powers are too random though. His standard offensive spell is pretty good...
Title: Re: Primaris Psyker and his place in 6th edition.
Post by: pudd on July 13, 2012, 04:58:27 PM
I sometimes run lists with 2 primaris psykers and because the lightning power is so good I won't be switching to use the new powers.

If we were able to substitute the other power without giving up lightning then that might be different.