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Made in ca
Foolproof Falcon Pilot




Ontario, Canada

How many dice do you guys use from your pool to cast WC1, 2, and 3 powers reliably assuming you've got around D6+5 charges? Also I'm not a fantasy player but I hear there's a solid strategy for baiting out dispels that could carry over to the 40k psychic phase. How do you guys play it?
   
Made in us
Land Raider Pilot on Cruise Control






Cincinnati, Ohio

Bojazz wrote:
How many dice do you guys use from your pool to cast WC1, 2, and 3 powers reliably assuming you've got around D6+5 charges? Also I'm not a fantasy player but I hear there's a solid strategy for baiting out dispels that could carry over to the 40k psychic phase. How do you guys play it?
You'll get 8-9 warp charges based on an average D6. For each warp charge, you need a 4+. For WC1 powers usually you need 2 dice, WC 2 usually needs 4 and WC 3 usually needs 6. With your average you might get either 2 WC 1s and a WC 2 or a WC 3 and a WC 1.

This message was edited 2 times. Last update was at 2014/05/25 04:56:03


 
   
Made in gb
Tough Tyrant Guard



UK

I am going to try the true-to-form Tyranid approach of going with overwhelming numbers.

What I suspect will become my all-comers list will use the following psykers:

Hive Tyrant (2 WC, 3 powers)
Hive Tyrant (2 WC, 3 powers)
Tervigon (1 WC, 2 powers)
Zoanthrope (2 WC, 3 powers)
Zoanthrope (2 WC, 3 powers)

That's a total of 9 + 1D6 Warp Charges, and 14 powers to cast with them. All but one of my powers are WC1, and so a single roll of a 4+ will do it. Several of these are Maledictions, and so are going to be very tempting to Deny for my opponent.

The strategy will be to (if I must) select one, maybe two powers that I really want to go off and set aside 2 dice for each (3 if it is absolutely essential, but I am going to train myself to treat psychics as a bonus rather than something to be relied upon given the new randomness). These are saved until last. This part of the strategy is not essential, and I will avoid it if I can.

I should now have a large pool with which to cast a lot of WC1 powers with, and will throw 1 dice at as many powers as possible. Half will fail, but I think it is better to throw 3 dice at 3 powers and have a chance of 3 powers going off than it is to throw 3 dice at 1 power and potentially waste 2 of those dice when it is only WC1).

I can spam my way through the psychic phase, activate up to 12 of those powers at once (more if the D6 for WC is generous, allowing me to power the Zoanthropes' Warp Lances) and it is as safe as can be; no chance to Perils on 1D6. Tyranid quantity over quality.



Daemons and Eldar can certainly replicate this, though Daemons and Eldar may be more tempted to go down the Summoning route instead, in which case they will probably play the more anticipated 2/4/6 WC game.



This message was edited 1 time. Last update was at 2014/05/25 06:35:52


 
   
Made in gb
Jealous that Horus is Warmaster





Easy, just use probability. You have a 50% chance of rolling a 4+, so for 1 warp charge powers use two dice. For 2 warp charge powers use 4 dice and so on.
   
Made in us
Been Around the Block




 Farseer Will wrote:
Easy, just use probability. You have a 50% chance of rolling a 4+, so for 1 warp charge powers use two dice. For 2 warp charge powers use 4 dice and so on.


Using 2 dice on a warpcharge 1 power has only a 75% chance of success, a far cry from leadership 10 psykers in 6th with a 91% chance of success. The probabilities for casting a given power with a given number of dice as well as perils were listed in this thread.

http://www.dakkadakka.com/dakkaforum/posts/list/596200.page
   
Made in us
Regular Dakkanaut




This is offset by the fact that Warp 1 powers now have a significantly lower chance of causing perils. As low as ZERO PERCENT.

The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

That's a great thread, thanks scimitar.
   
Made in us
Boosting Space Marine Biker





Hays, KS

Xyptc wrote:
I am going to try the true-to-form Tyranid approach of going with overwhelming numbers.

What I suspect will become my all-comers list will use the following psykers:

Hive Tyrant (2 WC, 3 powers)
Hive Tyrant (2 WC, 3 powers)
Tervigon (1 WC, 2 powers)
Zoanthrope (2 WC, 3 powers)
Zoanthrope (2 WC, 3 powers)

That's a total of 9 + 1D6 Warp Charges, and 14 powers to cast with them. All but one of my powers are WC1, and so a single roll of a 4+ will do it. Several of these are Maledictions, and so are going to be very tempting to Deny for my opponent.

The strategy will be to (if I must) select one, maybe two powers that I really want to go off and set aside 2 dice for each (3 if it is absolutely essential, but I am going to train myself to treat psychics as a bonus rather than something to be relied upon given the new randomness). These are saved until last. This part of the strategy is not essential, and I will avoid it if I can.

I should now have a large pool with which to cast a lot of WC1 powers with, and will throw 1 dice at as many powers as possible. Half will fail, but I think it is better to throw 3 dice at 3 powers and have a chance of 3 powers going off than it is to throw 3 dice at 1 power and potentially waste 2 of those dice when it is only WC1).

I can spam my way through the psychic phase, activate up to 12 of those powers at once (more if the D6 for WC is generous, allowing me to power the Zoanthropes' Warp Lances) and it is as safe as can be; no chance to Perils on 1D6. Tyranid quantity over quality.


Daemons and Eldar can certainly replicate this, though Daemons and Eldar may be more tempted to go down the Summoning route instead, in which case they will probably play the more anticipated 2/4/6 WC game.





Don't forget Broodlords. not the cheapest but can boost the pool for more spells

   
 
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