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Runes of Warding In Tournaments
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Old 24 Oct 2008, 08:28   #1 (permalink)
Shas'El
 
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Default Runes of Warding In Tournaments

I'm going in a tournament soon, and I'm not sure whether I should take Runes of warding or not. I'm looking at the psykers out there, and whether taking Runes of warding will be worth it. I may need a hand with this, but I'm going to put down the main types of psykers, their psychic powers and the risk fact caused by them. Only the psychic powers that are affected by Runes of Warding.

Chaos Sorcerors/Sorceror Princes-
Psychic Powers: Lash of submition- danger: 7/10.
Gift of chaos- danger: 3/10
Warp Time- danger 10/10
Wind of Chaos- danger: 5/10
Doombolt- danger: 5/10
Bolt of Change: 5/10
Nurgles rot: 6/10

Daemon Hunters
Psychic Powers: Banishment- danger 1/10
Destroy daemon- danger 1/10
Hammerhand- danger 3/10
Holocaust- danger 5/10
Sanctuary- danger 1/10
Scourging- danger 4/10
Word of the emperor- danger 3/10

Eldar farseers
Psychic Powers: Doom- danger 7/10
Guide- danger 8/10
Eldritch storm- danger 5/10
Fortune- danger 8/10
Mind war- danger 4/10

Weirdboy
Psychic Powers: Eadbanger-danger 0/10
Frazzle-danger 6/10
zzap- danger 7/10
warpath- danger 9/10
ere we go- danger 5/10
waaagh-danger 7/10

Tyranid Tyrant/thrope
Psychic Powers: Catalyst- danger 5/10
warp blast- danger 5/10 (concentrated)


Witch hunters
Psychic Powers: Divine pronouncement-danger 3/10
Hammer of the witches-danger 7/10
His will be done-danger 6/10
Purgatus- dnager 7/10


If someone can do space marines it'd be great. I'd like some opinions on the ratings I've given, and I wasn't sure if ork powers need a psychic test or not. Thanks in advance
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Old 24 Oct 2008, 15:23   #2 (permalink)
Shas'El
 
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Default Re: Runes of Warding In Tournaments

Great start Why So Serious!

Whenever I'm using a Farseer in a tourney, I never go without Runes of Warding. Your list alone should explain why.



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Old 24 Oct 2008, 15:38   #3 (permalink)
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Default Re: Runes of Warding In Tournaments

Sounds like points well spent to me.
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Old 24 Oct 2008, 15:46   #4 (permalink)
Shas'La
 
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Default Re: Runes of Warding In Tournaments

The Weirdboy powers not only need a pyschic test, they're required to use a power every round, and they have no invuln save. Not that a weirdboy is terribly expensive, but RoWa are a very easy way to watch him take himself out.
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Old 24 Oct 2008, 18:30   #5 (permalink)
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Default Re: Runes of Warding In Tournaments

Space Marine Librarian psychic powers:

Smite-like an an assault 4 catapult with the AP of a lascannon. Can put some serious hurt on infantry in rapid fire range. (7/10)

Force dome-termie invulsave for lib and his squad. Not much usefulness in 5th, except in close combat. (2/10)

Machine Curse-we laugh off glancing hits... (1/10)

The Avenger-heavy flamer with the ap of a krak missile. (5/10)

Quickening-"bansheefies" librarian with respect to charging after running and initiative bonus. (6/10)

Null Zone-inverse fortune on all invulsaves withing the range of a bolter. (varies-depends if you use a seer council)

Might of the ancients-turns librarian into an avatar against vehicles in close combat. (1/10)

Gate of infinity-range limited veil of darkness. Could throw a serious wrench in the works by teleporting into your formations. (7/10)

Vortex of doom-railgun with a catapult range, small blast. Warding against this bad boy is hilarious as the vortex backfires with a failed psychic test. (5/10)


On taking runes of warding, it is probably the best points you can spend with a farseer. In normal sized battles, it is only a 1% point sink if you aren't up against psychers, but when you are it is invaluable. Not only can it wound your opponent, but it makes any strategy based around that power 50% less effective!
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Old 24 Oct 2008, 21:47   #6 (permalink)
Shas'O
 
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Default Re: Runes of Warding In Tournaments

Runes of Warding are a righteous pain in the behind.

So fair waring, if you take you've just painted an even BIGGGER target on your farseer.

However in general, yeah totally worth it.

For a moderate points cost this upgrade can frustrate an opponent to no end. Pyschic powers are generally quite deadly and they don't come cheap. So screwing them up this much for so little is very much worth it. Just make sure you can keep that Farseer alive somehow.
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Old 25 Oct 2008, 00:01   #7 (permalink)
Shas'La
 
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Default Re: Runes of Warding In Tournaments

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Originally Posted by Farseer Pashendar
Space Marine Librarian psychic powers:

Smite-like an an assault 4 catapult with the AP of a lascannon. Can put some serious hurt on infantry in rapid fire range. (7/10)

Force dome-termie invulsave for lib and his squad. Not much usefulness in 5th, except in close combat. (2/10)

Machine Curse-we laugh off glancing hits... (1/10)

The Avenger-heavy flamer with the ap of a krak missile. (5/10)

Quickening-"bansheefies" librarian with respect to charging after running and initiative bonus. (6/10)

Null Zone-inverse fortune on all invulsaves withing the range of a bolter. (varies-depends if you use a seer council)

Might of the ancients-turns librarian into an avatar against vehicles in close combat. (1/10)

Gate of infinity-range limited veil of darkness. Could throw a serious wrench in the works by teleporting into your formations. (7/10)

Vortex of doom-railgun with a catapult range, small blast. Warding against this bad boy is hilarious as the vortex backfires with a failed psychic test. (5/10)


On taking runes of warding, it is probably the best points you can spend with a farseer. In normal sized battles, it is only a 1% point sink if you aren't up against psychers, but when you are it is invaluable. Not only can it wound your opponent, but it makes any strategy based around that power 50% less effective!
I'd like to add a few of my own Playtested Comments about these powers, since SM are my main army. I do have some disagreements with Farseer on this though:

Smite Against Aspect warriors this will hurt, against your basic troops, no biggy. The Librarian is still only BS4 so he doesn't hit on 2s anymore. I'd give this power 5/10

Force Dome This is actually a decent power, Giving sternguard or some other expensive unit an Inv Save will make it a bit harder to drop them with AP weapons, mass fire will still work however. I'll give this 3/10 for it's chance to stop outright high AP kills.

machine curse Without having to even Roll to hurt the armour, just a roll to hit, you score an auto glance. This can prove devistating with a good roll, and armour value doesn't matter. Combined with a power like gate it's scary, I'd had this a 5/10 if you have a large number of vehicles, else I'd give it a 3/10

The Avenger What better way to kill aspect warriors than a 2 to kill that APs them? I'll take 2! This power is scary, and doesn't play off the mediocre BS of the librarian...one test and BAM, you got a gutted squad. I'll easily give this a 7/10.

Quickening properly used this can be a monster, since the librarian will get to go first agianst anything you have except Banshees. However with the reduction in the number of attacks the librarian gets (no more 9 att librarians) I'd say this would lose some teeth, 4/10

Null Zone This can actually work wonders against farseers, those pesky Dire avengers in combat, as well as warlocks and the like. Somewhat useless otherwise, so would rank 3/10

Might of Ancients 2D6 pen on armour, Str 6 in combat? scaryness. Combined with Quickening this can be a monster, on it's own it only goes from a 3 to wound to a 2. Would be worse if Librarians could still take retinues as it's limited in its effectiveness elsewise...maybe good for killing Wraithlords. 4/10

Gate of Infinity one of the best. Taking a squad and moving it, removing that squad from combat? All kinds of applications and can turn sternguard from line units to hunters. No hiding from things now even with the slight risk involved. 10/10

Vortex of doom Most librarians won't take this power, and those that do probably won't use it in a game against Eldar with the Runes. (At least not the smart ones) 2/10

As far as taking the runes goes, I'd say yes. I use two farseers with it, just to make it even harder to remove that ability from the board. Most players will opt to just forego their Powers if it means rolling on 3 dice. You can turn a 100-150pt Librarian into a paperweight.


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