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The book came out 4 days ago, can we see how the Tourney scene goes before we make up our minds something is unfair, overpowered or broken. I mean give it 1 month at least... LOL
This message was edited 1 time. Last update was at 2014/05/28 00:51:00
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Ravenous D wrote: It's pretty obvious that daemons (and a few others) are beyond ridiculous with the number of Warp Charges they can get so I believe tournaments should agree to cap warp charges at 12 like in fantasy just for overall balance.
Try it out and see how you feel.
You have no idea what you are talking about, and what is your proof?
If you run the numbers, psychic powers are much worse in 7th edition than they were in 6th edition.
Not only that, but the more warp charges you get, the worse they become!
Ask your frontline buddies about how awesome it is to summon 90 daemons in 2 turns.
You mean the game where the demons had 36 casting dice and were still unable to win against a middle-of-the-road space marine army?
You mean the game where they used the stupidly unbalanced objective cards?
This post should be spilt up into three categories,
One being daemon players
Two being anti daemon players
Third unbiased players.
Maybe more actually discussion would take place. Also shouldnt people be more concerned about invisabilty making seer council even better?
I am still waiting for someone to prove that a large Warp Charge army is overpowered rather than people just being afraid of something that is new.
For those that think the new warp charges are overpowered here is some maths for you.
A Mastery Level 3 Librarian/Psyker
In 6th edition they can cast: 92% Chance to cast a WC 1 power
92% Chance to cast a WC 1 power
92% Chance to cast a WC 1 power
Or
92% Chance to cast a WC 1 power
92% Chance to cast a WC 2 power
Or
92% Chance to cast a WC 3 power
A ML 3 Librarian/Psyker in 7th edition can cast: 3 WC+3.5 WC from the pool=
2d6 for a 75% Chance to cast a WC 1 power
2d6 for a 75% Chance to cast a WC 1 power
2d6 for a 75% Chance to cast a WC 1 power
Or
2d6 for a 75% Chance to cast a WC 1 power
4d6 for a 69% Chance to cast a WC 2 power
Or
6d6 for a 65% Chance to cast a WC 3 power
So right away we see that the odds are a lot lower to cast spells in 7th edition than 6th edition.
Everyone is all worried about a lot of warp charges let’s see how they scale up.
Let’s do the math for 4 Casters of ML 3 shall we?
In 6th Edition: They can cast around 10 WC 1 powers on average (assuming LD 10).
7th Edition? They generate 12 Warp Charges+3.5 from the Warp Charge pool for 15.5 so let’s just round up to 16 Warp Charges.
They can use 2 WCs for a 75% chance to cast 8 WC 1 powers, so that means that they will get off 6 powers total on average.
So I will point it out again:
6th edition: 10 WC 1 powers
7th edition: 6 WC 1 powers
It gets even worse the more WC the power is.
Casting a WC 3 power:
6th Edition 92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
7th edition: 85% Chance to cast a WC 3 power with 8d6
85% Chance to cast a WC 3 power with 8d6
Or
50% Chance to cast a WC 3 power with 5d6
50% Chance to cast a WC 3 power with 5d6
65% Chance to cast a WC 3 power with 6d6
So I will point it out again:
6th edition: 4 WC 3 powers
7th edition: 2 WC 3 powers
Important Notes: #1. It is much easier to perils this edition. If you are chucking around a lot of Warp Charge dice you will end up with a lot of dead psykers.
#2.This is a subtle change that has a huge impact on casting. That is that the WCs to cast powers has gone up! To give you a quick example: In Biomancy, Endurance went from WC 1 to WC 2. In Divination, Prescience and Misfortune went from WC 1 to WC 2, etc.
#3. If you are playing against an army that is also high in Warp Charges they will now be able to block your blessings and other powers much easier so they are going to be less effective.
Does anyone have any proof or any kind of evidence that high WC armies are any good?
This message was edited 3 times. Last update was at 2014/05/28 02:25:08
Blackmoor wrote: I am still waiting for someone to prove that a large Warp Charge army is overpowered rather than people just being afraid of something that is new.
For those that think the new warp charges are overpowered here is some maths for you.
A Mastery Level 3 Librarian/Psyker
In 6th edition they can cast: 92% Chance to cast a WC 1 power
92% Chance to cast a WC 1 power
92% Chance to cast a WC 1 power
Or
92% Chance to cast a WC 1 power
92% Chance to cast a WC 2 power
Or
92% Chance to cast a WC 3 power
A ML 3 Librarian/Psyker in 7th edition can cast: 3 WC+3.5 WC from the pool=
2d6 for a 75% Chance to cast a WC 1 power
2d6 for a 75% Chance to cast a WC 1 power
2d6 for a 75% Chance to cast a WC 1 power
Or
2d6 for a 75% Chance to cast a WC 1 power
4d6 for a 69% Chance to cast a WC 2 power
Or
6d6 for a 65% Chance to cast a WC 3 power
So right away we see that the odds are a lot lower to cast spells in 7th edition than 6th edition.
Everyone is all worried about a lot of warp charges let’s see how they scale up.
Let’s do the math for 4 Casters of ML 3 shall we?
In 6th Edition: They can cast around 10 WC 1 powers on average (assuming LD 10).
7th Edition? They generate 12 Warp Charges+3.5 from the Warp Charge pool for 15.5 so let’s just round up to 16 Warp Charges.
They can use 2 WCs for a 75% chance to cast 8 WC 1 powers, so that means that they will get off 6 powers total on average.
So I will point it out again:
6th edition: 10 WC 1 powers
7th edition: 6 WC 1 powers
It gets even worse the more WC the power is.
Casting a WC 3 power:
6th Edition 92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
7th edition: 85% Chance to cast a WC 3 power with 8d6
85% Chance to cast a WC 3 power with 8d6
Or
50% Chance to cast a WC 3 power with 5d6
50% Chance to cast a WC 3 power with 5d6
65% Chance to cast a WC 3 power with 6d6
So I will point it out again:
6th edition: 4 WC 3 powers
7th edition: 2 WC 3 powers
Important Notes: #1. It is much easier to perils this edition. If you are chucking around a lot of Warp Charge dice you will end up with a lot of dead psykers.
#2.This is a subtle change that has a huge impact on casting. That is that the WCs to cast powers has gone up! To give you a quick example: In Biomancy, Endurance went from WC 1 to WC 2. In Divination, Prescience and Misfortune went from WC 1 to WC 2, etc.
#3. If you are playing against an army that is also high in Warp Charges they will now be able to block your blessings and other powers much easier so they are going to be less effective.
Does anyone have any proof or any kind of evidence that high WC armies are any good?
Well they have the battle report where the guy tied with 4000 points of daemons against 2k of gunline marines with a large amount of LOS blocking terrain.
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
I am in the wait and see camp, we need to give 7th edition a chance before we start hitting stuff with the nerf stick.
I agree with Blackmoor without playtesting it sounds like people are afraid of new stuff. We should not base our opinion on battle reports that could be specifically chosen out of several to cause fear to force you to like their tournament rulings. How can we fix something we truly don't understand? I have seen two battle reports one complains about the new psychic phase the other complains about tactical objectives. I mean can we celebrate the death of Ovesastar?
This message was edited 1 time. Last update was at 2014/05/28 03:16:13
Blackmoor wrote: I am still waiting for someone to prove that a large Warp Charge army is overpowered rather than people just being afraid of something that is new.
For those that think the new warp charges are overpowered here is some maths for you.
A Mastery Level 3 Librarian/Psyker
In 6th edition they can cast: 92% Chance to cast a WC 1 power
92% Chance to cast a WC 1 power
92% Chance to cast a WC 1 power
Or
92% Chance to cast a WC 1 power
92% Chance to cast a WC 2 power
Or
92% Chance to cast a WC 3 power
A ML 3 Librarian/Psyker in 7th edition can cast: 3 WC+3.5 WC from the pool=
2d6 for a 75% Chance to cast a WC 1 power
2d6 for a 75% Chance to cast a WC 1 power
2d6 for a 75% Chance to cast a WC 1 power
Or
2d6 for a 75% Chance to cast a WC 1 power
4d6 for a 69% Chance to cast a WC 2 power
Or
6d6 for a 65% Chance to cast a WC 3 power
So right away we see that the odds are a lot lower to cast spells in 7th edition than 6th edition.
Everyone is all worried about a lot of warp charges let’s see how they scale up.
Let’s do the math for 4 Casters of ML 3 shall we?
In 6th Edition: They can cast around 10 WC 1 powers on average (assuming LD 10).
7th Edition? They generate 12 Warp Charges+3.5 from the Warp Charge pool for 15.5 so let’s just round up to 16 Warp Charges.
They can use 2 WCs for a 75% chance to cast 8 WC 1 powers, so that means that they will get off 6 powers total on average.
So I will point it out again:
6th edition: 10 WC 1 powers
7th edition: 6 WC 1 powers
It gets even worse the more WC the power is.
Casting a WC 3 power:
6th Edition 92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
7th edition: 85% Chance to cast a WC 3 power with 8d6
85% Chance to cast a WC 3 power with 8d6
Or
50% Chance to cast a WC 3 power with 5d6
50% Chance to cast a WC 3 power with 5d6
65% Chance to cast a WC 3 power with 6d6
So I will point it out again:
6th edition: 4 WC 3 powers
7th edition: 2 WC 3 powers
Important Notes: #1. It is much easier to perils this edition. If you are chucking around a lot of Warp Charge dice you will end up with a lot of dead psykers.
#2.This is a subtle change that has a huge impact on casting. That is that the WCs to cast powers has gone up! To give you a quick example: In Biomancy, Endurance went from WC 1 to WC 2. In Divination, Prescience and Misfortune went from WC 1 to WC 2, etc.
#3. If you are playing against an army that is also high in Warp Charges they will now be able to block your blessings and other powers much easier so they are going to be less effective.
Does anyone have any proof or any kind of evidence that high WC armies are any good?
I wish I could exalt this more than once!
This message was edited 2 times. Last update was at 2014/05/29 07:04:41
Thanks to Blackmoor for throwing some reason around, I was beggining to think the whole forum was crazy.
Powers are harder to cast and easier to stop this edition.
You may meet an opponent that can completley shut down your Psychic phase... just like Space Wolves and Eldar did in previous editions.
People need to test this stuff before jumping to conclusions.The silly Deamons vs Imperials report on frontline demonstrated this perfectly. They decided in advance that they had broken the game and were whooping like lunatics while playing, but in the end the report didnt justify that conclusion.
While I largely agree, I think you are wrong on one point there.
Powers are harder to stop in most cases. For non-targeted/targeted non-buffed rolls you need to throw 3 times as many dice to deny reliably as your opponent did to cast. There are no more anti-psychic shutdowns like space wolves had for the last 2 editions etc.
So it can be easier to shut down powers if you are the guy running roughshod over the psychic phases (the daemon army with 30 warp charges, against a single psyker.), and you might be able to shut down a single important power with a ton of dice, or luck. But in reality I don't expect much to get shut down ever.
More likely your opponent will fail to cast, or just not cast as much as they did previously, but what they do get off is unlikely to be stopped.
Blackmoor wrote: I am still waiting for someone to prove that a large Warp Charge army is overpowered rather than people just being afraid of something that is new.
For those that think the new warp charges are overpowered here is some maths for you.
A Mastery Level 3 Librarian/Psyker
In 6th edition they can cast: 92% Chance to cast a WC 1 power
92% Chance to cast a WC 1 power
92% Chance to cast a WC 1 power
Or
92% Chance to cast a WC 1 power
92% Chance to cast a WC 2 power
Or
92% Chance to cast a WC 3 power
A ML 3 Librarian/Psyker in 7th edition can cast: 3 WC+3.5 WC from the pool=
2d6 for a 75% Chance to cast a WC 1 power
2d6 for a 75% Chance to cast a WC 1 power
2d6 for a 75% Chance to cast a WC 1 power
Or
2d6 for a 75% Chance to cast a WC 1 power
4d6 for a 69% Chance to cast a WC 2 power
Or
6d6 for a 65% Chance to cast a WC 3 power
So right away we see that the odds are a lot lower to cast spells in 7th edition than 6th edition.
Everyone is all worried about a lot of warp charges let’s see how they scale up.
Let’s do the math for 4 Casters of ML 3 shall we?
In 6th Edition: They can cast around 10 WC 1 powers on average (assuming LD 10).
7th Edition? They generate 12 Warp Charges+3.5 from the Warp Charge pool for 15.5 so let’s just round up to 16 Warp Charges.
They can use 2 WCs for a 75% chance to cast 8 WC 1 powers, so that means that they will get off 6 powers total on average.
So I will point it out again:
6th edition: 10 WC 1 powers
7th edition: 6 WC 1 powers
It gets even worse the more WC the power is.
Casting a WC 3 power:
6th Edition 92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
92% Chance to cast a WC 3 power
7th edition: 85% Chance to cast a WC 3 power with 8d6
85% Chance to cast a WC 3 power with 8d6
Or
50% Chance to cast a WC 3 power with 5d6
50% Chance to cast a WC 3 power with 5d6
65% Chance to cast a WC 3 power with 6d6
So I will point it out again:
6th edition: 4 WC 3 powers
7th edition: 2 WC 3 powers
Important Notes: #1. It is much easier to perils this edition. If you are chucking around a lot of Warp Charge dice you will end up with a lot of dead psykers.
#2.This is a subtle change that has a huge impact on casting. That is that the WCs to cast powers has gone up! To give you a quick example: In Biomancy, Endurance went from WC 1 to WC 2. In Divination, Prescience and Misfortune went from WC 1 to WC 2, etc.
#3. If you are playing against an army that is also high in Warp Charges they will now be able to block your blessings and other powers much easier so they are going to be less effective.
Does anyone have any proof or any kind of evidence that high WC armies are any good?
I wish I could exalt this more than once!
Me too.
I said this to someone earlier.
for example, when a codex first comes out, does the best list get used stright away?, the WS spam with WK's was pretty obvious from the eldar dex but that had its hay day quite early then people adapted and it went away. I cant see 7th ed being any different in that it takes people time to adjust and relise what it is all about
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@Breng77, Agreed. I was generalising a bit there and showing my experience bias. As an Eldar player im not used to people being able to stop my blessings.
Breng77 wrote: While I largely agree, I think you are wrong on one point there.
Powers are harder to stop in most cases. For non-targeted/targeted non-buffed rolls you need to throw 3 times as many dice to deny reliably as your opponent did to cast. There are no more anti-psychic shutdowns like space wolves had for the last 2 editions etc.
So it can be easier to shut down powers if you are the guy running roughshod over the psychic phases (the daemon army with 30 warp charges, against a single psyker.), and you might be able to shut down a single important power with a ton of dice, or luck. But in reality I don't expect much to get shut down ever.
More likely your opponent will fail to cast, or just not cast as much as they did previously, but what they do get off is unlikely to be stopped.
you are wrong, your point that its "hard" to stop non targeted powers is the exact reverse of what you say it is...
6th ed, we had 0% chance to stop non targeted powers,
7th ed, we have X% chance to stop them, with X being greater then 0, and we get to choose where we throw all our dispel dice.
correct, but targeted powers are now more difficult to deny, so it is no a straight buff. Furthermore, armies like Space Wolves had a much better chance to deny anything that what is currently available.
This message was edited 1 time. Last update was at 2014/05/29 16:20:41
I would pay good money to see Blackmoor whooping it up like the frontline guys spouting how he broke the world!!!
the demon summoning lists will be a trick pony list and you may face one and they summon 4000 points of demons but most likely they won't. The list will be too variable and that will scare away good players except for Bill. He will win more events with his demons because he will poop out the right demons at the right time.
Breng77 wrote: correct, but targeted powers are now more difficult to deny, so it is no a straight buff. Furthermore, armies like Space Wolves had a much better chance to deny anything that what is currently available.
again, totally wrong, targeted powers are now much EASIER to deny in one respect, and slightly less eay in another. however, the 2nd part where its harder to deny multi charge powers, is more then off set by how much harder it is to cast those powers. losing 25%+ of your chance to actually cast a power, as well as having a perils chance of 20% or higher, more then makes up for you having to roll two or three 6's to deny that power.
wolves will deny most targeted powers on a 3-4+ now... again, the simple fact that powers got harder to cast means you need to deny much much less in the first place, which is a de facto buff to denial much greater then the "nerf" you claim was done to denial.
except that is only true if we have near the same number of warp charges, or I am trying to squeak things through on minimal dice. If I have a lot more dice than you the chance of you denying my powers is minimal if I want them to go through. Sure I might perils more often in that case, but more often than not you will be statistically worse than previously against targeted powers. Furthermore most wolf squads are still only denying on a 6+ because no hood to spread the rune priests deny so, it is only 4+ if I target his squad with something.
Also making things harder to cast is not a buff to denying them. You are no better at stopping them from happening, I'm just worse at making them happen.
Also making things harder to cast is not a buff to denying them. You are no better at stopping them from happening, I'm just worse at making them happen.
the fact that I get off ~1/2 as many powers means you need to deny 1/2 as much... thats a "buff" to the side on the recieving end of powers.
perils will kill their caster, and possibly their unit now... dont just handwaive that away... going from 5% perils in 6th to 20%+ is HUGE
Also making things harder to cast is not a buff to denying them. You are no better at stopping them from happening, I'm just worse at making them happen.
the fact that I get off ~1/2 as many powers means you need to deny 1/2 as much... thats a "buff" to the side on the recieving end of powers.
perils will kill their caster, and possibly their unit now... dont just handwaive that away... going from 5% perils in 6th to 20%+ is HUGE
While I am on the wait and see side of things your statements are not quite correct. I would also argue that denying has gotten significantly worse in many ways. Before you ALWAYS got to deny powers cast on you, now if you run out of dice, or are low on dice you dont get that opportunity. In addition they can make it MUCH harder to get a deny off, and in reality they didnt need a combination of three or four spells. They just need one and it will cripple a unit/swing a game.
In addition the caster units that are a major problem are the ones that ignore perils for the most part. Brotherhood of psykers as well as eldar with ghost helms they get non of the risks that come with being able to completely overpower their opponents. At this point it is not a numbers game as much as a sheer overwhelming force. IF they just need two powers to go off that turn to win the game, they will make it happen. 10 dice at invis, and 10 dice at fortune. No one, not even other psyker armies are going to have the ability to stop either reliably. You would on average need 30 dispel dice to stop even one of them. And most armies will still have 5-10 dice left to do other things after this. THAT is where the problem lies.
This message was edited 1 time. Last update was at 2014/05/29 18:07:14
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
I guess if being able to get one power off for sure (even if you perils and wipe a guy/unit members doing it) is OP to you then yeah... which can turn a game if you really need the power, or can mean jack squat if I just go "meh, that units invisible, ill shoot the other unit."
and I have already acknowledged that its harder to deny multi dice powers, but its easier to get single dice ones, even if you do not always get the chance, I cant remember the last time in 6th when I had to make more then 2 DTW rolls, now with even LESS powers being cast that target me, I dont see why that # would be past 6 rolls a turn.
So sideways trade IMO, esp with multi dice powers peril chance increasing
I dont think actually having a guaranteed power or two going off and you periling all the time is such a big deal compared to when it was every power going off 90% of the time and a 0% chance to deny it. (or 1/6 chance if it targeted you) ESP since less powers means you likely get more then one dice to throw at a power of your choosing now, so against WC1 powers the deny chance went up since you get more then one die.
Either way, we all need to play some games and see how many psykers pop their own skulls. I for one will laught the first time one explodes not only himself, but his whole unit.
This message was edited 1 time. Last update was at 2014/05/29 18:54:47
TBH I don't think taking a bunch of Horrors to summon more horrors is the best strategy, they have a mediocre save, are t(3) and if you are spending their WC to summon more horrors, they are not shooting.
Not sure too many people fear horrors in assault...
as to the comments about certain armies (eldar) throwing a bunch of dice and ignoring perils to get a power off they needed, last edition(6th) did you really see eldar not getting powers off they needed? I don't see a change really, other than the other ancillary powers that they don't need as much will not go off as often.
blaktoof wrote: TBH I don't think taking a bunch of Horrors to summon more horrors is the best strategy, they have a mediocre save, are t(3) and if you are spending their WC to summon more horrors, they are not shooting.
Not sure too many people fear horrors in assault...
as to the comments about certain armies (eldar) throwing a bunch of dice and ignoring perils to get a power off they needed, last edition(6th) did you really see eldar not getting powers off they needed? I don't see a change really, other than the other ancillary powers that they don't need as much will not go off as often.
Oddly enough if you ban/change invis I dont see a problem with anything else.
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
If people are really twisting the knickers in a knot over Summoning being this godly, instant "I-Win-lolz!' button, then instead of capping Warp Charges or banning/nerfing Malefic to the point of being useless, how about:
"A Psyker or Bortherhood of Psykers unit may use anywhere from 1-6 dice on their casting attempt(s)."
No chucking a billion dice to just faceroll your opponent for that game-winning power, and summoning is now at best a little over 50/50 success rate.
And without Fantasy's IF mechanic, there's no aiming for boxcars to get the automatic success that can't be countered.
Without the ability to 7-8+ dice these spells for a guaranteed 30-40 added Horrors for the added WC generation, you're far less assured of infinitely multiplying your forces for the mythical "T3/T4 dozen Herald ----> Greater" shenanigans.
"A Psyker or Bortherhood of Psykers unit may use anywhere from 1-6 dice on their casting attempt(s)."
Aye, it's one of the suggestions we're going to talk about this weekend. It has been done in WHFB as well where overpowered disciplines were not allowed to use the maximum amount of PD possible and it worked incredibly well. Might do the same for summoning.
Another suggestion is that your enemy gets to dispel summons in every subsequent turn where he only has to score as many successes as the power has warp charges. Basically:
1. You roll for summoning, score 5 successes. Enemy can only get 1 6, thus you get to summon.
2. Next turn, the enemy uses some of his DD to attempt to dispel the power with Warp Charge 2. He manages to get 2 6s and therefore, the unit is immediately disspelled. If in melee, the other side immediately gets to consolidate.
Next suggestion is that each Psyker can only use his psyker level + X PD per turn or, similarily, that every caster can use the d6 PD, but cannot use PD created by himself. This would also nerf other casters though.
This message was edited 1 time. Last update was at 2014/05/29 21:51:56
My main issue is the Warp Charge pool to which EVERY psyker in an army has access. Rather than capping any power dice at a set number, how about letting units have access only to the Warp Charges they generate plus any from the additional D6?
I don't write the rules. My ego just lives and dies by them one model at a time.
That would make it dar too difficult for most units to cast successfully. It is super hard to cast powers I. He current system limiting it that way makes it so lower level psykers get hurt quite a bit, it also makes deny rolls a lot more powerful. It is also a penalty to armies that take a lot of psykers because the d6 does not scale. I think for a system like that to work each psyker would need to generate separately like level + d3 warp charges or something. As it stands taking more psykers devalues the d6 roll, but at least they share charges so that there is some benefit to having multiples.
"A Psyker or Bortherhood of Psykers unit may use anywhere from 1-6 dice on their casting attempt(s)."
Aye, it's one of the suggestions we're going to talk about this weekend. It has been done in WHFB as well where overpowered disciplines were not allowed to use the maximum amount of PD possible and it worked incredibly well. Might do the same for summoning.
Limiting the WC3 summoning powers to 5 or less dice pretty much makes them near-pointless, outside of the Herald summoning power.
5 dice is essentially a strait-up 50/50 shot at making your test, and when you still have access to lores like Divination, Biomancy & Telepathy, you basically move Malefic to the level of Pyromancy in terms of it's overall crappiness...
The idea isn't to nerf it to the point of making it useless, but rather to make the tactic of mass WC farming to spam it unreliable, yet still a playable option. 50%-60% odds of successfully casting the power, with a 20-26% chance of Perils is nothing to actively build an entire game plan around, but it's still viable for getting a unit or two when you really need it.
In Fantasy for example, people only go hog wild on 6-dicing the mega spells because they're both potentially game-winning AND have a roughly 26% chance of being completely unstoppable.
Without an IF mechanic, the reward isn't so obvious, especially when things like summoning a Greater Daemon automatically kill the caster outright! (or else then entire unit if a Brotherhood of Psykers!)
Sigvatr wrote: Another suggestion is that your enemy gets to dispel summons in every subsequent turn where he only has to score as many successes as the power has warp charges. Basically:
1. You roll for summoning, score 5 successes. Enemy can only get 1 6, thus you get to summon.
2. Next turn, the enemy uses some of his DD to attempt to dispel the power with Warp Charge 2. He manages to get 2 6s and therefore, the unit is immediately disspelled. If in melee, the other side immediately gets to consolidate.
Next suggestion is that each Psyker can only use his psyker level + X PD per turn or, similarily, that every caster can use the d6 PD, but cannot use PD created by himself. This would also nerf other casters though.
Again, I think that's nerfing summoning too harshly, especially the Greater Daemon summoning power! You're giving up typically 100+ pts in the caster, (and if it's a DP or Greater, you can actually lose pts through Possession!), so the 'price' has already been paid by the casting player in that regard.
Making it essentially a 40k equivalent of a Remains in Play spell just makes it a weak ability, as the opponent will likely just wait until the next turn and chuck a handful of dice and require only 3, (or even just 1 in the case of the Herald power!), and snuff your summoned unit out. Meanwhile their shooting & assault phase gets aimed at the summoners themselves!
At the very least it should be that the opposing player must use their own power dice, during their own Psychic phase, just like in Fantasy where you choose to perhaps forego your own offensive castings and remove that RiP spell(s)!
This message was edited 1 time. Last update was at 2014/05/30 01:36:13
I like the folks defending the current nonsense. You can no enough about a game to smell bull crap. I have yet to see a battle report involving the new clown car do poorly. The only reason they would have remotely lost is because of the terrible new mission design of "person with the best first hand wins!" mode.
I say just limit the power dice thrown at any given spell. 6 max. Balances out the WC3 spells well, gives leeway for WC2, and WC1 doesn't care.
TheKbob wrote: I like the folks defending the current nonsense. You can no enough about a game to smell bull crap. I have yet to see a battle report involving the new clown car do poorly. The only reason they would have remotely lost is because of the terrible new mission design of "person with the best first hand wins!" mode.
I say just limit the power dice thrown at any given spell. 6 max. Balances out the WC3 spells well, gives leeway for WC2, and WC1 doesn't care.
That should fix most of the problems.
I think that daemons MIGHT be bad/overpowered... but we're not even a full week into the new edition. I haven't seen a tournament game with them. I haven't seen any tournament level armies from other forces yet. It generally takes a few months for the real power builds to be identified, and often people's initial fears of power end up being completely misplaced.
Personally I think objective secured drop pods/rhinos is a much bigger issue than daemon factory in tournament settings, yet people are freaking out about the daemons only. Daemons may be tempered by the revitalised Grey Knights: sure they do alright vs an army with 2-3 mastery levels, but when the enemy has enough dice to dispel a crucial summon things get a lot more hairy.
Making it essentially a 40k equivalent of a Remains in Play spell just makes it a weak ability, as the opponent will likely just wait until the next turn and chuck a handful of dice and require only 3, (or even just 1 in the case of the Herald power!), and snuff your summoned unit out. Meanwhile their shooting & assault phase gets aimed at the summoners themselves!
At the very least it should be that the opposing player must use their own power dice, during their own Psychic phase, just like in Fantasy where you choose to perhaps forego your own offensive castings and remove that RiP spell(s)!
That was bad wording on my part, I was supposed to phrase it like you did and make it work like in WHFB and their RiP spells where you had to use your own PD to get a chance to dispel. The point is that even if he manages to dispel the summon, he still is at an disadvantage in his own psychic phase, even if he fails the dispel attempt.
In regards to the IF comparison: IF in WHFB exists because your PD pool is capped. Due to GW's absolute trash rules, you can easily get 25+ PD with certain armies and throwing 10 dice at once means the same as casting with IF while almost automatically suffering Perils.
The entire summon thing is a terrible thing to have. It absolutely needs to be rebalanced and it's going to take a lot of time to find a good way to do so. Right now, one day before the first rules council, we are more likely to ban the entire discipline until we found a proper solution. There are other pressing matters that affect all armies and if we got those fixed or worked out, we might get to summoning. Or the other way around. Depends on the others.
So apparently ghost helm only negates the wound, not all the other effects of a perils can someone confirm this form me? if so than it makes the eldar seer council a lot less scary.
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer