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Warp Charges Cap??? I think this would be a bad thing.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





No warp charge cap, I don't even play with psykers.

-IF- there is a problem with psychic powers its not warp charge, its just 1 power. Summoning. Maybe limit how many times it can be used, or how many models it makes, or change its cost. Give it a scaling cost so its 1 WC the first time its cast a round, 2 the second, 3 the third etc. Summoning more daemons makes the warp less stable in the area, something silly.

I thought malefic powers already had bonus chances of periling?

it's also worth noting that the frontline gaming report posted

http://www.frontlinegaming.org/2014/05/24/warhammer-40k-7th-ed-video-bat-rep-daemons-vs-imperials/

the demon player did not win, it was a draw and the marine list was pretty mediocre.

Also, the guy rolled ridiculously well, someone mathed out what his rolls were and his first turn summoning rolls only had a 7% chance of getting those good of rolls, or in other words he rolled in the upper 93% of what he could roll, that's well above average.

i fail to see how this is broken in any way honestly.

This message was edited 2 times. Last update was at 2014/05/29 15:02:59


 
Made in us
Longtime Dakkanaut





and the demon player could have just as easily rolled average, and had more perils and less demons summoned the table so lets not talk about what could be in the realm of randomness.

obviously what was "the omg summoning is going to destroy the meta" power did not determine the outcome of the game.

This message was edited 1 time. Last update was at 2014/05/29 15:25:29


 
Made in us
Longtime Dakkanaut





The reason the summoned daemon army is not really a factor, and didn't win that batrep isn't that hard to figure out, if you are using all your WC as daemons to summon more daemons your daemons aren't doing anything else.

So sure you get +200 points a turn but when you are removing 0 points from your opponents army the first two turns of the game, and they are likely dropping a few hundred points of yours a turn, are you really gaining anything?

The army list in the frontline report was 4 heralds with ML 3 and like 6 11 man horror squads, and some daemon princes. The daemon princes could assault stuff unsupported but the heralds and horrors are not assaulting, and are not shooting if they are just summoning, so you are looking at 3 models that are doing anything other than moving /summoning which means you are not affecting your opponents models at all.

In essence you get more points than your opponent, but your opponent goes untouched for a few turns. If you look at it as how many points is on the table for both sides each turn I do not think the daemon army is really seeing much of a gain when it will most likely be losing models and causing 0 casualties in return for 2 turns or so.
 
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