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![[Post New]](/s/i/i.gif) 2014/05/24 16:38:22
Subject: Flickering fire and new warp charges
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Regular Dakkanaut
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So how does Flickering fire work with the new psychic phase? Can I dedicate 13 warp charges to the spell and get a ton of shots? Is it how many warp charges I dedicate to the power, or is it how many I actually manage to generate for it? I am now very curious about this seeing as the new daemons became very strong for 7th edition
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![[Post New]](/s/i/i.gif) 2014/05/24 17:00:18
Subject: Flickering fire and new warp charges
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Monster-Slaying Daemonhunter
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Flickering Fires uses 1-3WC, no more. Check the Daemon book.
Also remember: a unit may only attempt to manifest a particular psychic power ONCE per psychic phase. That means that your Tzerald attached to Horrors? Only one FF, not two.
So, contrary to your hope, Tzeentch just got a big nerf bat. Attaching multiple Heralds to a single unit is fairly worthless now.
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LVO 2017 - Best GK Player
The Grimdark Future 8500 1500  6000 2000 5000
"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 |
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![[Post New]](/s/i/i.gif) 2014/05/24 18:29:21
Subject: Flickering fire and new warp charges
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Longtime Dakkanaut
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You declare the number of warp charge points you are trying to use. Then you roll the psychic test to see if you succeed. 3 is the maximum you can use.
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![[Post New]](/s/i/i.gif) 2014/05/24 20:51:08
Subject: Re:Flickering fire and new warp charges
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Fixture of Dakka
Chicago, Illinois
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It kind of functionally doesn't work, you expend additional warp charges when you cast the spell. I think it's going to have to be faqed because right now the wording and the way it's written does not work in the 7th edition rule set because of Warp Charges etc..
I'll have to go back and reread it I don't have my codex handy, but I am pretty sure it's not listed as a Level 3 power , just that when you cast it you expend 2 more additional warp charge to power it up. So who knows how that works.
Yes it's actually listed as a 1 Warp Charge power I believe then when successfully cast you can expend more warp charge to power it.
So I think my interpretation of using 2 Dice to Cast it then if successful I could charge it with additional force from my power pool is correct.
I'll go back and reread its wording but it's kind of funky in 7th.
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This message was edited 2 times. Last update was at 2014/05/24 21:08:25
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/05/24 21:31:26
Subject: Flickering fire and new warp charges
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Longtime Dakkanaut
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You have to declare what warp charge level you are using before using the power.
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![[Post New]](/s/i/i.gif) 2014/05/24 21:33:27
Subject: Re:Flickering fire and new warp charges
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Fixture of Dakka
Chicago, Illinois
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I don't believe that is true, when I get home I will post it. I remember it pretty clearly stating it was a Warp Charge 1 Power.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/05/24 21:43:42
Subject: Flickering fire and new warp charges
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Powerful Phoenix Lord
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The power straight up says Warp Charge 1-3.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2014/05/24 21:58:32
Subject: Re:Flickering fire and new warp charges
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Fixture of Dakka
Chicago, Illinois
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Weird then to cast it minimally you need 6.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/05/24 22:00:51
Subject: Re:Flickering fire and new warp charges
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Powerful Phoenix Lord
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2014/05/24 22:41:09
Subject: Re:Flickering fire and new warp charges
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Fixture of Dakka
Chicago, Illinois
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If it's a level 1 - 3 to cast it at full power and it be a Level 3 you'd need 6 dice to have a decent chance. That's actually a pretty heavy hitting nerf.
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This message was edited 2 times. Last update was at 2014/05/24 22:41:49
If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/05/25 02:02:17
Subject: Flickering fire and new warp charges
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Purposeful Hammerhead Pilot
Newcastle, NSW ,Australia
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You would declare that you are manifesting it as a Warp Charge 1, 2 or 3 power. If you cast it as WC 2 you would need to roll at least two 4+ for the power to go off. But even if you rolled 3 dice for a WC 2 power and got three 4+ it would still only 2D6 shots.
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![[Post New]](/s/i/i.gif) 2014/05/26 15:59:52
Subject: Flickering fire and new warp charges
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Water-Caste Negotiator
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Think about this guys for pink horrors.
15 models generates 3 warp charges. Yes back in 6th you would get your Ld 10 check to autocast a full strength flickering fire.
This edition you have to roll 6-7 dice to pull off 3 warp charges reliably. This makes it harder to spam lots of flickering fire.
That part is a nerf, but consider that in an army that can have a lot of psykers a SINGLE surviving pink horror can do a ML 3 power. That makes them very very dangerous to not annihilate.
They also get flickering fire for free, so you could opt to roll a tzeench power and end up with Infernal Gateway(S D6+4 AP1 shot) as a second power. Picture 10 horrors getting side/rear arc on a vehicle and your opponent only manages to blast them down to 1 model. You can still do a ML2 S 7 minimum AP1 shot at the vehicle.
Now imagine if you rolled daemonology and got the one that sacrifices the psyker for a greater daemon. 1 surviving horror into a lord of change or GUO would be very bad for someone.
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This message was edited 1 time. Last update was at 2014/05/26 16:02:12
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![[Post New]](/s/i/i.gif) 2014/05/26 16:10:44
Subject: Re:Flickering fire and new warp charges
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Fixture of Dakka
Chicago, Illinois
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Pink Horrors are ML1 they can only cast 1 psychic power a turn... I think..
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/05/26 17:46:58
Subject: Re:Flickering fire and new warp charges
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Monster-Slaying Daemonhunter
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Hollismason wrote:Pink Horrors are ML1 they can only cast 1 psychic power a turn... I think..
PMLs dictate how many WC a Psyker unit generates, as well as how many powers it generates at start-of-game. The only limit to how many powers a unit can cast is how many it knows. Pink Horrors will always know two powers (because of Chaos Focus and a roll on a tree), and so may cast two powers if there's enough WC.
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LVO 2017 - Best GK Player
The Grimdark Future 8500 1500  6000 2000 5000
"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 |
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![[Post New]](/s/i/i.gif) 2014/05/27 00:27:41
Subject: Flickering fire and new warp charges
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Pauper with Promise
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Doesnt "The number of psychicpowers a psyker can use each turn depends on his ML" ( p22) mean ML=amount of castattempts?
Well strictly reading it doesnt. could me Amount=ML*1.783
but i would guess 1 ML= 1 power per turn is whats intended
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