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Made in us
Monster-Slaying Daemonhunter






Dimmamar

Alright, here's my results, in a handy reference table.
As you can see, Daemonology is pretty dangerous, and Perils all around are far more likely to occur than in previous editions of 40k. Additionally, powers in general have become more difficult to cast, since you are limited not by the PMLs of your casters (as in 6e), but by the WC of the powers. This means that, comparing 7e to 6e, armies toss around many fewer psychic powers, and these powers are much more likely to be denied. (Since for Blessings, anything greater than 0% is "much more likely").
[Thumb - Psychic Phase Chances.png]


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 
   
Made in nz
Heroic Senior Officer




New Zealand

Far worse now. Even with my 11 Power dice last night I only cast 2-4 powers a turn on good rolls. Perils 3 times too. They won me the battle but only because I had a bad list so they picked up the slack.

Waste fo points if you have a decent list. Ill keep using them for now though. just to see.

   
Made in ca
Hauptmann




Hogtown

I for one welcome the new nerfed psychic phase overlord. Buffhammer 6th edition was annoying.

Thought for the day
 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 Las wrote:
Buffhammer 6th edition was annoying.

Oh, it's still alive and well. It just won't come from Psychic Powers as often.
The Tau Commander hands out special rules like a child molester hands out candy. And attaching an Inquisitor (with Stubborn and Ld10) to your Guard Blob is a pretty decent tactic. Don't forget that with 7e, anyone in the Imperium can get into their allies' transport!

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 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Tau commander attached to anything that isnt a Riptide wasnt gamebreaking strong though. Nothing to shake a stick at dont get me wrong, as i still use the sucker almost every game, but attached to an HBC riptide he was insanely strong. They took that away.

I dont mind buffs given by being apart of a unit. I hated 6th psykers because a couple psykers could buff like half your army almost foolproofly and not be in the unit to get it. Those long-range but squishy guns on top of a building? Prescienced every turn in 6th, and you were at the bottom. Least my buffmander has to take a danger check to get up there and still find room to sit lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Wraith






I think you're missing the point of what's feared about the psychic phase. It's not the new mechanics (which do slow down the game even more... great...), but that the armies that will abuse the psychic phase are those that will mitigate the potential blow back.

The negatives of perils are too weak. There is nothing like Fantasy that says "You failed casting? You're done!" It's essentially back ally craps and if you have the tools to mitigate the negatives, you don't care.

Eldar? Don't care. Daemons? Don't care. Tigerius? Doesn't care. Grey Knights? Don't care.

I know what the math says about perils and getting spells off, but when you only need one, maybe two clutch spells, you just 12 dice them, mitigate the perils, and proceed to keep rolling. Your opponent, even daemons, would have a hard time stopping a blessing that has 6 successes. You would need to huck 36 dice to have the statistical likelihood of it happening. Awesome.

So I get the concept behind what the OP is trying, but it's not the full story.

This message was edited 1 time. Last update was at 2014/06/06 01:22:04


Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Shas'la with Pulse Carbine





Florida

 TheKbob wrote:
I think you're missing the point of what's feared about the psychic phase. It's not the new mechanics (which do slow down the game even more... great...), but that the armies that will abuse the psychic phase are those that will mitigate the potential blow back.

The negatives of perils are too weak. There is nothing like Fantasy that says "You failed casting? You're done!" It's essentially back ally craps and if you have the tools to mitigate the negatives, you don't care.

Eldar? Don't care. Daemons? Don't care. Tigerius? Doesn't care. Grey Knights? Don't care.

I know what the math says about perils and getting spells off, but when you only need one, maybe two clutch spells, you just 12 dice them, mitigate the perils, and proceed to keep rolling. Your opponent, even daemons, would have a hard time stopping a blessing that has 6 successes. You would need to huck 36 dice to have the statistical likelihood of it happening. Awesome.

So I get the concept behind what the OP is trying, but it's not the full story.


This is exactly right. The armies that can spam dice do not care about perils. The power still goes off when its needed. If your opponent doesn't also have a ton of dice there is no stopping it.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in us
Guard Heavy Weapon Crewman





 D6Damager wrote:
 TheKbob wrote:
I think you're missing the point of what's feared about the psychic phase. It's not the new mechanics (which do slow down the game even more... great...), but that the armies that will abuse the psychic phase are those that will mitigate the potential blow back.

The negatives of perils are too weak. There is nothing like Fantasy that says "You failed casting? You're done!" It's essentially back ally craps and if you have the tools to mitigate the negatives, you don't care.

Eldar? Don't care. Daemons? Don't care. Tigerius? Doesn't care. Grey Knights? Don't care.

I know what the math says about perils and getting spells off, but when you only need one, maybe two clutch spells, you just 12 dice them, mitigate the perils, and proceed to keep rolling. Your opponent, even daemons, would have a hard time stopping a blessing that has 6 successes. You would need to huck 36 dice to have the statistical likelihood of it happening. Awesome.

So I get the concept behind what the OP is trying, but it's not the full story.


This is exactly right. The armies that can spam dice do not care about perils. The power still goes off when its needed. If your opponent doesn't also have a ton of dice there is no stopping it.


I'm guessing you only have one peril per power, no matter what you roll with your X amount of Power dice you throw at it. (my roommate has the rule book and he's out playing a game)

If that's the case, I agree it's not punishment enough. But if you can peril multiple times, how is that not enough?
   
Made in au
Dakka Veteran





 D6Damager wrote:
 TheKbob wrote:
I think you're missing the point of what's feared about the psychic phase. It's not the new mechanics (which do slow down the game even more... great...), but that the armies that will abuse the psychic phase are those that will mitigate the potential blow back.

The negatives of perils are too weak. There is nothing like Fantasy that says "You failed casting? You're done!" It's essentially back ally craps and if you have the tools to mitigate the negatives, you don't care.

Eldar? Don't care. Daemons? Don't care. Tigerius? Doesn't care. Grey Knights? Don't care.

I know what the math says about perils and getting spells off, but when you only need one, maybe two clutch spells, you just 12 dice them, mitigate the perils, and proceed to keep rolling. Your opponent, even daemons, would have a hard time stopping a blessing that has 6 successes. You would need to huck 36 dice to have the statistical likelihood of it happening. Awesome.

So I get the concept behind what the OP is trying, but it's not the full story.


This is exactly right. The armies that can spam dice do not care about perils. The power still goes off when its needed. If your opponent doesn't also have a ton of dice there is no stopping it.


My answer to this currently is: So what?

   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

No one is scared of the psychic phase.
People are scared of summoning, Invisibility, and psychic heavy armies making their own psykers impotent.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in us
Wraith






bodazoka wrote:


My answer to this currently is: So what?



I guess having a Paladinstar, Seer Council, Beaststar, Centurion Star,... so on, so forth completely immune to blast weapons, template weapons, and needing 6s to hit with everything else ain't so bad, right?

Or turning a 9 pt model into a 75 pt model and then that 75 pt model into a 200 pt model, meh?

And yes, only one perils per spell ever. So you can 12 dice it, get all the 6s and perils only once.

Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Agile Revenant Titan






Austin, Texas.

And even then, theres a 1/6th chance that the perils actually help you.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in au
Oberstleutnant






Perth, West Australia

 PrinceRaven wrote:
No one is scared of the psychic phase.
People are scared of summoning, Invisibility, and psychic heavy armies making their own psykers impotent.

This. Not so much scared as thinking "GW, what the feth?!".

This message was edited 1 time. Last update was at 2014/06/06 14:38:26


 
   
 
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