Yeah, it has certainly been interesting absorbing all the new information. I have been pouring over the rulebook and my codexes and the FAQs, and I found a lot of cool things. Admittedly, I keep finding things which I may have dismissed too early. For instance, as I mentioned on the other thread, I initially thought Enfeeble would be a fairly useless power, until my Swarmlord decided to generate it and used it on a 20 man Berzerker blob before charging it with my 9 man Ravener squad with FC from the Swarmlord. Raveners wounding Berzerkers on a 2+ = win!
The new psychic powers definitely generate some wonderful possibilities. I'm not sure if Zoanthropes are the best unit to take advantage of the new powers, given that they might end up in a very confused roll, although they do have the best BS of all of our psykers, so they can make good use of the Witchfire powers. We have to examine what their roll was in 5th edition and figure out what roll they will play in the new edition. Zoanthropes and their Warp Lance were our ultimate anti AV14 weapons, and were typically run as a 2-3 man squad in a spore, intended to be dropped right next to the biggest target they could find to blow it away, but with the changes in survivability of vehicles, we seem bound to encounter far fewer vehicles than before. I think the question now is whether to take them in a Spore or not. My line of thinking on this matter is that once you see what your opponent is fielding, you could make the choice of whether or not to replace your powers. If they are running big vehicles, you're probably better off keeping your Warp Lance, but if they don't really have anything that the Zoanthropes excell at destroying, you could generate powers for them on the Biomancy table and use them as a support unit. The reason you have to consider whether to put them in a Spore or not is because they have to use it if you buy it for them, and if they decide to play a defensive roll, and they end up with Blessings and Maldictions, they won't be able to use their powers on the turn they arrive from reserve since those powers are cast at the start of the movement phase.
An interesting thought did occur to me. Generating psychic powers is done on an individual basis, one psyker at a time. If you really wanted to, you could have one or two Zoanthropes keep their powers while their squad mate(s) generated powers, and you could decide whether or not to keep swapping out powers once you see what the first one got.
Oh, so many possibilities, so little time to get games in... One game a week when you have a new rule set to explore just doesn't quite cut it. Well, thank you for getting me thinking about Zoanthropes and generating powers. It seems I may have dismissed the idea too quickly, and I just might have to try it out in my next game.