v0iddrgn wrote:
(quote truncated for brevity)
So, what you're saying is that it is important to you that you cast multiple powers per psyker per turn? This is the problem with
40K right now. It has become "Space Magic 40,000" instead of the Warhammer I we grew up with. Preference, many players, like yourself, prefer to buff your armies with super powers over using tactics and strategy that doesn't solely rely on said powers.
I thought I was saying that going from
d6+3 power dice for the detachment as a whole to d3+1 power dice per Shadowseer for a total of 3d3+3 is a pretty significant buff for me, if every psyker were guaranteed to get off one power a turn most of my armies would become much better.
I'm going to walk through the math of a hypothetical Tzeentch summon-spam list to explain what I mean here (this isn't a real list, this is a thought experiment). In 1,000pts we've got four ML3 Heralds and four 17-model ML3 Pink Horror units. If everyone's rolling on Daemonology we get three to four instances of each power, and eight of Summoning.
In current
40k this army's got twenty-four Mastery levels and gets 1d6 more randomly for an average of 27.5. When casting on a 4+ we need two dice to have a 75% chance of getting Sacrifice off, and the maximum (6 dice) give us a 65% chance of getting Summoning or Incursion off. Sacrifice on two dice is giving us a 2.7% chance of Perils, Summoning/Incursion on six dice is giving us a 26% chance of Perils.
If we're lucky and we get four instances of Sacrifice we're making on average four attempts at Sacrifice and three at Summoning each turn. If we use this to summon ML2 Heralds of Tzeentch and ten-model Pink Horror units we're generating an average of 7.9 more Mastery levels worth of Daemons and getting about 0.9 Perils results a turn, with no Warp Charge left over.
By comparison these twenty-four Mastery levels are getting 8d3 random dice from your system, for an average of 40. When casting on a 3+ two dice give us an 88% chance of getting Sacrifice off, and our odds of getting Summoning off are 60% on four dice, 80% on five dice, and 90% on six dice. Since we can't lend dice between units the units that are casting Summoning have an average of a 75% chance to get the power off. If four units know Sacrifice and the other four are just casting Summoning we're getting an average of 10.2 more Mastery levels worth of Daemons and getting about 0.9 Perils results a turn, with about twelve Warp Charge left over.
So you're giving me more and safer summoning with more dice to spare for Cursed Earth and extra offensive powers.
You haven't even gotten rid of big
OP powers; a Farseer with only d3+3 Warp Charge to work with casting on 3+ is still getting Invisibility off 94% of the time.
Also if you really want to force me to use
GK Strike squads' Warp Charge to cast powers with them I'm going to need a Sanctic primaris that isn't terrible.