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Made in us
Ultramarine Chaplain with Hate to Spare






In the latest community article, while perusing the secondary objectives I came across this little tidbit:

Score 3 victory points each time you successfully complete the following psychic action: Mental Interrogation (Psychic Action - Warp Charge 4)

Which immediately gives me a 2nd Ed. vibe. (Daemonic Attack, anyone?) But I forget now, did any other edition have resource costs for psychic power? 6th and 7th eds. are a blur to me these days.

Thoughts?

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Warp Charge isn't a resource like it was in 7th, it's simply the name for the target number for the Psychic Roll. It's already a term in 8th.

This message was edited 1 time. Last update was at 2020/06/03 17:12:28


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in it
Longtime Dakkanaut





Warp charge was in 7th. It represented how many 4+ you had to roll for a succesful cast.

In this case they are probably just putting into that the usual "This power is manifested with a roll of 7".

They are recycling the concept and applying it to the current psy phase. I highly doubt that they are redesigning that, the psy phase of 8th is really well made.


This message was edited 1 time. Last update was at 2020/06/03 17:13:32


 
   
Made in gb
Lethal Lhamean




Birmingham

It's almost like you haven't read a single rule book in the entirety of 8th edition. Every single psychic power in existence already has a warp charge value.
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Spoletta wrote:
Warp charge was in 7th. It represented how many 4+ you had to roll for a succesful cast.

In this case they are probably just putting into that the usual "This power is manifested with a roll of 7".

They are recycling the concept and applying it to the current psy phase. I highly doubt that they are redesigning that, the psy phase of 8th is really well made.




Again, the term is already currently being used:

This message was edited 1 time. Last update was at 2020/06/03 17:15:39


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Imateria wrote:
It's almost like you haven't read a single rule book in the entirety of 8th edition. Every single psychic power in existence already has a warp charge value.

Haha, total brain fart then.

It's been a while since I've used a psyker, unless you count spamming Grav-Cannons and rerolls a psychic power.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in ca
Longtime Dakkanaut





Somewhere in Canada

The part I thought was interesting is that this is proof that some of the secondary objectives available will be themed for specific builds; not a problem with secondaries, since they are selected by choice.

Kind cool- gives a player incentive to explore multiple builds. I was going to put together a weird little detachment of Nids- it was going to be a Maleceptor, a bunch of Zoanthropes and Neuothrope or two to lead it- pure psychic badass.

Not necessarily the most competitive build, but loading up on psychic secondary objectives might serve as a rationale for such a weird army.
   
Made in us
Ultramarine Chaplain with Hate to Spare






PenitentJake wrote:
The part I thought was interesting is that this is proof that some of the secondary objectives available will be themed for specific builds; not a problem with secondaries, since they are selected by choice.

Kind cool- gives a player incentive to explore multiple builds. I was going to put together a weird little detachment of Nids- it was going to be a Maleceptor, a bunch of Zoanthropes and Neuothrope or two to lead it- pure psychic badass.

Not necessarily the most competitive build, but loading up on psychic secondary objectives might serve as a rationale for such a weird army.

I agree on that front. It will make list building a little more interesting when optimizing for the secondary-objective-dance. I know ITC folks were doing this already, but locally ITC was pretty rare, and felt a little cumbersome. I'm curious as to how 9th is going to balance out the secondaries in practice.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 Insectum7 wrote:
PenitentJake wrote:
The part I thought was interesting is that this is proof that some of the secondary objectives available will be themed for specific builds; not a problem with secondaries, since they are selected by choice.

Kind cool- gives a player incentive to explore multiple builds. I was going to put together a weird little detachment of Nids- it was going to be a Maleceptor, a bunch of Zoanthropes and Neuothrope or two to lead it- pure psychic badass.

Not necessarily the most competitive build, but loading up on psychic secondary objectives might serve as a rationale for such a weird army.

I agree on that front. It will make list building a little more interesting when optimizing for the secondary-objective-dance. I know ITC folks were doing this already, but locally ITC was pretty rare, and felt a little cumbersome. I'm curious as to how 9th is going to balance out the secondaries in practice.


Well for one, we know you only get one option from each section with a section that's clearly nothing but the psychic stuff so most likely no multiple Psychic secondaries(sorry, Jake). Second, we know they're maxed out at scoring 15 points for each secondary during a mission.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Longtime Dakkanaut




Really hoping Psychic powers aren't a secondary mission set as that's very poorly balanced against the factions without psychers such as Tau, Knight's it also goes back to taking psychers mandatory for multile armies that they aren't currently mandatory for.
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Platuan4th wrote:
 Insectum7 wrote:
PenitentJake wrote:
The part I thought was interesting is that this is proof that some of the secondary objectives available will be themed for specific builds; not a problem with secondaries, since they are selected by choice.

Kind cool- gives a player incentive to explore multiple builds. I was going to put together a weird little detachment of Nids- it was going to be a Maleceptor, a bunch of Zoanthropes and Neuothrope or two to lead it- pure psychic badass.

Not necessarily the most competitive build, but loading up on psychic secondary objectives might serve as a rationale for such a weird army.

I agree on that front. It will make list building a little more interesting when optimizing for the secondary-objective-dance. I know ITC folks were doing this already, but locally ITC was pretty rare, and felt a little cumbersome. I'm curious as to how 9th is going to balance out the secondaries in practice.


Well for one, we know you only get one option from each section with a section that's clearly nothing but the psychic stuff so most likely no multiple Psychic secondaries(sorry, Jake). Second, we know they're maxed out at scoring 15 points for each secondary during a mission.


Aye. I was more thinking about how they will balance out in combination with the mission objectives. If each secondary objective is 15 points. . . what are the primaries worth? How 'secondary' will the secondary objectives wind up being once armies hit the table. The ITC secondaries often felt like a bit of a scramble when I played them, although the max of 15 points will probably help there.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in gb
Longtime Dakkanaut





Ice_can wrote:
Really hoping Psychic powers aren't a secondary mission set as that's very poorly balanced against the factions without psychers such as Tau, Knight's it also goes back to taking psychers mandatory for multile armies that they aren't currently mandatory for.


Isn’t that exactly the point of different mission sets though? If you’re playing TS or GK choose a psychic secondary. If you’re using DE or Tau or Necrons don’t. Provided that there are viable options for every faction I don’t have any issues with some objectives not being suitable for everyone.

It seems that you can only take one secondary mission from each category, so I expect there will be a large selection of secondary mission categories ( eg 6?) with maybe 6 options in each set, and you select maybe 2 secondaries. Also there are clearly mission specific options too. There’s could be a shooting one, perfect for tau, not so great for daemons.

Personally I’m looking forward to seeing the full reveal.

This message was edited 1 time. Last update was at 2020/06/03 18:04:49


 
   
Made in pl
Fixture of Dakka




For all we know the psychic power could have a 6" or base to base range to interogate someone.

If you could cast it from the other side of the table hidden behind a wall, it would be crazy good. Like free points to armies that have psykers.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Ice_can wrote:
Really hoping Psychic powers aren't a secondary mission set as that's very poorly balanced against the factions without psychers such as Tau, Knight's it also goes back to taking psychers mandatory for multile armies that they aren't currently mandatory for.


Warpcraft is one of 5 generic categories of secondary. The example shown is a Psychic Action/Power that will earn you VP, most likely with the requirement that it be used next to an Objective Marker. You're only allowed one selection from any category, so no, Psykers won't be mandatory as you only get one Warpcraft selection and you're not required to choose anything from Warpcraft to begin with.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Longtime Dakkanaut




 Platuan4th wrote:
Ice_can wrote:
Really hoping Psychic powers aren't a secondary mission set as that's very poorly balanced against the factions without psychers such as Tau, Knight's it also goes back to taking psychers mandatory for multile armies that they aren't currently mandatory for.


Warpcraft is one of 5 generic categories of secondary. The example shown is a Psychic Action/Power that will earn you VP, most likely with the requirement that it be used next to an Objective Marker. You're only allowed one selection from any category, so no, Psykers won't be mandatory as you only get one Warpcraft selection and you're not required to choose anything from Warpcraft to begin with.

You can only choose 1 from each category and as of yet unless I missed it they haven't said how many secondary missions you hve to choose, if its 4 thats very limiting, if its say 2 thats not so bad.
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Ice_can wrote:
 Platuan4th wrote:
Ice_can wrote:
Really hoping Psychic powers aren't a secondary mission set as that's very poorly balanced against the factions without psychers such as Tau, Knight's it also goes back to taking psychers mandatory for multile armies that they aren't currently mandatory for.


Warpcraft is one of 5 generic categories of secondary. The example shown is a Psychic Action/Power that will earn you VP, most likely with the requirement that it be used next to an Objective Marker. You're only allowed one selection from any category, so no, Psykers won't be mandatory as you only get one Warpcraft selection and you're not required to choose anything from Warpcraft to begin with.

You can only choose 1 from each category and as of yet unless I missed it they haven't said how many secondary missions you hve to choose, if its 4 thats very limiting, if its say 2 thats not so bad.


4 still wouldn't be all that limiting considering each mission has their own Secondaries and they'll be adding Faction specific(meaning even more options for Soup). That said, I expect 2 or 3 to be the actual amount.

This message was edited 1 time. Last update was at 2020/06/03 18:20:50


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Ork-Hunting Inquisitorial Xenokiller




The only reason a higher minimum would be limiting is because it forces you to make a more diverse force.

Something about 9th smells of GW trying to make a more level playing field and reducing the meta effect, such that victory is not assured before the first round even begins.
   
Made in gb
Longtime Dakkanaut




Fictional wrote:
The only reason a higher minimum would be limiting is because it forces you to make a more diverse force.

Something about 9th smells of GW trying to make a more level playing field and reducing the meta effect, such that victory is not assured before the first round even begins.


I think you're right. There's also the caveat that a new edition brings entirely new metas with it and everything we know now may simply be irrelevant once 9th drops. It's hard to directly compare 8th to 9th when it looks like there will be a lot of fairly big shifts in all the things around the core game rules while the core rules get more minor tweaks.
   
Made in gb
Ridin' on a Snotling Pump Wagon






Must say the secondary missions do seem tantalising.

I know my local club partakes in ITC tournaments, and they seem to like the secondaries, despite acknowledging the ITC ones aren’t perfect.

It seems the main appeal is that they can let you play different takes on your army, as any inherent weakness or flaw can be patched through Secondary picks.

Of course, time will tell if GW’s adoption and tinkering has straightened out the kinks, and as such the overall impact. But very broadly speaking, not knowing in advance your opponents game plan for scoring Secondaries adds further tactical considerations. That to me is only a good thing.

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