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Warp Storm Table and You (For Daemon Players)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

This post is to talk a little bit about the warp table and how it will effect your army. This post is to also act as a brainstorming session to find ways to make the warp storm work for you.
Warp Calm has no effect on your game, so I will limit discussion in this post on it.

Never Tell Me the Odds
First of all, some parts of the table are just bad, while others are extremely good. A 2-4 will hurt you , while a 10-12 are pretty sweet. As anyone who has played Settlers of Catan knows, that 2-4 and 10-12 are not commonly rolled numbers. They will happen but not every day.


Fateweaver
Fatey is now a support character. His best feature (warlord trait) is that he allows you to manipulate the warp storm table.

You have ~16.66% of rolling a 4 or less on the warpstorm table -- what we define as a 'bad result' Just make it a standard practice to reroll any of those dice. This practice will alter the chances of a 'bad effect' on the warpstorm table from 16.66% to a 2.77% of getting a 4 or less twice in a row.

Secondly he can manipulate the dice results from the warp table itself. You should almost never be rolling a 7 with Fateweaver. Lets say you roll a 1 and a 6. Use Fateweaver's special power to pick up the 1 and reroll it. You have a 83.333% chance of changing a null result to an effective result.

You can do the same thing with a 2 and 5 result or 3 and 4 result. No matter what, there is no chance of you getting a result less than 5, meaning at worst your going to 'null out' again, and are much more likely to get a good result.

The warp storm table is not the 'end all-be all' but its an excellent tool. Fateweaver is the HQ that lets you exploit it.


Bring the Pain!
So the vast majority of your 'hits' will be 5-9, or wraths. This is a good thing, as they will hit your enemy units causing 'free' damage.


Limiting the Return
The balancing factor of the wraths is they also impact your units. This, however, can be mitigated to not impact your army as badly.

Playing the Right Gods
Of these wraths, Rot and Prince are the most common, meaning that Tzeentch and Khorne friendly models are more likely to be hit than Nurgle and Slaanesh. This means if you go mono-slaanesh your going to be hit less often. However, mono builds have a big drawback in that every one of your units are risking a hit when you roll that result.

Instruments!
Adding an instrument to your army dramatically changes the odds, due to the role of rerolls. Rerolling a 1/6 chance means your units go from being hit 16.67% of the time to 2.77% of the time. Those are workable odds. So the idea is simple. Make sure you have one instrument for each god/pair that your going to be working. If your fielding a slaanesh army, have a unit of bloodletters with an instrument in your army.

Who Cares?
With some builds you just won't care. Lets say your nurgle unit are 15 deckchair plague bearers. Those guys will just sit in area terrain/ruins for the entire game. Dropping one blast on them is not that big of a worry. If that's all you have, I would skip the 10 points for an instrument on horrors.

Placing the Blast
You get to place the blast marker. This means place it on the edge of your unit if you have to hit yourself. This can limit the damage that you do to yourself by increasing the scatter distance. In some cases this does not work, like with a soulgrinder.
   
Made in gb
Leader of the Sept







This makes toommuch sense... you are forgetting that GW have screwed the pooch, that the sky is falling and that daemons are now totally random and impossible to play competitively

Nice analysis and its nice to see a measured account of the new rules that actaully includes all the balancing factors that GW build into the codex to provide the player a modicum of control.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

My biggest wonder is how effective the warp storm table will be, and will it be even needed to take precautions for it.

Since the goal of 3/4 of the gods is to get into assault, and most of the effects are nulled by being in assault -- one could argue "Why push to manipulate the table?"
   
Made in us
Battleship Captain




Oregon

It just dawned on me that this might be the equivalent of the CSM's Champion of Chaos rule.
An effort to give Chaos a bonus while forcing us to either build to support or ignore the effects as much as possible.

I need to look at the chart myself but my hope is that it supports a dual god option which I consider to be the most common and practical build.
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

I agree with your assessment on the Instruments with respect to manipulating the Warp Storm table, but I think having a few along to give you flexibility to Deep Strike is a real asset. It eliminates the need for a comms relay for the most part - 20 points gives you effectively a reroll and guarantees a pair of units will arrive together. That is the biggest deal in my opinion for the instruments.

Fate is definitely a support character - I think he is better than people give him credit for now and requires a significant amount of subtlety to use. The real delineater from what I can see between okay and good Daemon players is going to be those who can use the universal Deep Strike most effectively to protect units and put pressure on at key moments in the game. Previously Daemons were forced to do this, now it is a bit more challenging.

Also, nice math I was going to do a similar analysis and you saved me the time!

Daemons Blog - The Mandulian Chapel 
   
 
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