crimson_caesar wrote:5 dice for the spell familiar sorcerers. You'll usually get 3-5 shrieks per turn.
6 dice for Ahriman. Same probability as the single die shrieks.
2-3 for Shrouding. This will give that juicy 2+ jink save (and can still shriek, thanks
faq)
1 for shroud of deceit.
I think a 2+ cover save with majority T6 is pretty damn good defense. But I haven't tried it in practice. If I'm not going first, I'd try to hide my army as best as possible.
I wrote a mathhammer segment last week on
the psychic phase. If you really want to read a deep dive, you can go there.
1 dice for each sorcerer will give a 75% chance of success with one dice and a spell familiar. If you are using 2 dice, that chance jumps to 93.75%. This means that each turn, you can expect at least one of the shrieks to fail.
Throwing 2 dice as shriek form Ahriman will also produce a 75% chance of success. This means that each turn when you are throwing 8 shrieks out, only 6 will actually be cast.
The other problem is the denial. Powers cast with 1 success are fairly easy to counter. 3 dice to counter on a 6 will have a 42% chance of success. If they need a 5+ to counter, the odds shoot up dramatically with a 55% chance of success on just 2 dice. This means against non-psychic armies you will be getting ~5 shrieks off a turn, and with psychic armies you can expect ~3 to go off.
Also, check up on the shriek
FAQ. There is a
long thread which includes discussion if you can even shriek at all when jinking. I would rather you could, as it would help my army a great deal -- but I can't plan on my army being able to do so.
I think you have some great ideas here, but to make it work, you might want to consider some changes. Taking more horrors and dropping other elements would give you more dice to power the psykers. 5 squads of 11 horrors each gives 10 psychic dice.