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		<title><![CDATA[Latest posts for the thread "Psychic Phase Tactics"]]></title>
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				<title>Psychic Phase Tactics</title>
				<description><![CDATA[ How many dice do you guys use from your pool to cast WC1, 2, and 3 powers reliably assuming you've got around <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+5 charges? Also I'm not a fantasy player but I hear there's a solid strategy for baiting out dispels that could carry over to the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> psychic phase. How do you guys play it?]]></description>
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				<pubDate><![CDATA[Sun, 25 May 2014 04:38:39]]> GMT</pubDate>
				<author><![CDATA[ Bojazz]]></author>
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				<title>Psychic Phase Tactics</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/596620/6863294.page"><b>Bojazz wrote:</b></a><br/>How many dice do you guys use from your pool to cast WC1, 2, and 3 powers reliably assuming you've got around <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+5 charges? Also I'm not a fantasy player but I hear there's a solid strategy for baiting out dispels that could carry over to the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> psychic phase. How do you guys play it?</div></blockquote>You'll get 8-9 warp charges based on an average <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. For each warp charge, you need a 4+. For WC1 powers usually you need 2 dice, <span class="glossaryitem" onmouseover='gp(195);'>WC</span> 2 usually needs 4 and <span class="glossaryitem" onmouseover='gp(195);'>WC</span> 3 usually needs 6. With your average you might get either 2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> 1s and a <span class="glossaryitem" onmouseover='gp(195);'>WC</span> 2 or a <span class="glossaryitem" onmouseover='gp(195);'>WC</span> 3 and a <span class="glossaryitem" onmouseover='gp(195);'>WC</span> 1.]]></description>
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				<pubDate><![CDATA[Sun, 25 May 2014 04:55:18]]> GMT</pubDate>
				<author><![CDATA[ ace101]]></author>
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				<title>Psychic Phase Tactics</title>
				<description><![CDATA[ I am going to try the true-to-form Tyranid approach of going with overwhelming numbers.<br /> <br /> What I suspect will become my all-comers list will use the following psykers:<br /> <br /> Hive Tyrant (2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 3 powers)<br /> Hive Tyrant (2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 3 powers)<br /> Tervigon (1 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 2 powers)<br /> Zoanthrope (2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 3 powers)<br /> Zoanthrope (2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 3 powers)<br /> <br /> That's a total of 9 + 1D6 Warp Charges, and 14 powers to cast with them. All but one of my powers are WC1, and so a single roll of a 4+ will do it. Several of these are Maledictions, and so are going to be very tempting to Deny for my opponent.<br /> <br /> The strategy will be to (if I must) select one, maybe two powers that I really want to go off and set aside 2 dice for each (3 if it is absolutely essential, but I am going to train myself to treat psychics as a bonus rather than something to be relied upon given the new randomness). These are saved until last. This part of the strategy is not essential, and I will avoid it if I can.<br /> <br /> I should now have a large pool with which to cast a lot of WC1 powers with, and will throw 1 dice at as many powers as possible. Half will fail, but I think it is better to throw 3 dice at 3 powers and have a chance of 3 powers going off than it is to throw 3 dice at 1 power and potentially waste 2 of those dice when it is only WC1).<br /> <br /> I can spam my way through the psychic phase, activate up to 12 of those powers at once (more if the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for <span class="glossaryitem" onmouseover='gp(195);'>WC</span> is generous, allowing me to power the Zoanthropes' Warp Lances) and it is as safe as can be; no chance to Perils on 1D6. Tyranid quantity over quality.<br /> <br /> <br /> <br /> Daemons and Eldar can certainly replicate this, though Daemons and Eldar may be more tempted to go down the Summoning route instead, in which case they will probably play the more anticipated 2/4/6 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> game.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 25 May 2014 06:34:23]]> GMT</pubDate>
				<author><![CDATA[ Xyptc]]></author>
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				<title>Psychic Phase Tactics</title>
				<description><![CDATA[ Easy, just use probability. You have a 50% chance of rolling a 4+, so for 1 warp charge powers use two dice. For 2 warp charge powers use 4 dice and so on.]]></description>
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				<pubDate><![CDATA[Sun, 25 May 2014 14:09:33]]> GMT</pubDate>
				<author><![CDATA[ Farseer Will]]></author>
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				<title>Psychic Phase Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/373816ae75e547585e634a1b0c8e4b4d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/596620/6864190.page"><b>Farseer Will wrote:</b></a><br/>Easy, just use probability. You have a 50% chance of rolling a 4+, so for 1 warp charge powers use two dice. For 2 warp charge powers use 4 dice and so on.</div></blockquote><br /> <br /> Using 2 dice on a warpcharge 1 power has only a 75% chance of success, a far cry from leadership 10 psykers in 6th with a 91% chance of success. The probabilities for casting a given power with a given number of dice as well as perils were listed in this thread. <br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/596200.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/596200.page</a>]]></description>
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				<pubDate><![CDATA[Sun, 25 May 2014 16:45:55]]> GMT</pubDate>
				<author><![CDATA[ scimitar]]></author>
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				<title>Psychic Phase Tactics</title>
				<description><![CDATA[ This is offset by the fact that Warp 1 powers now have a significantly lower chance of causing perils.  As low as ZERO PERCENT.]]></description>
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				<pubDate><![CDATA[Sun, 25 May 2014 16:51:26]]> GMT</pubDate>
				<author><![CDATA[ Kyutaru]]></author>
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				<title>Psychic Phase Tactics</title>
				<description><![CDATA[ That's a great thread, thanks scimitar.]]></description>
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				<pubDate><![CDATA[Sun, 25 May 2014 16:54:46]]> GMT</pubDate>
				<author><![CDATA[ Bojazz]]></author>
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				<title>Psychic Phase Tactics</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/596620/6863453.page"><b>Xyptc wrote:</b></a><br/>I am going to try the true-to-form Tyranid approach of going with overwhelming numbers.<br /> <br /> What I suspect will become my all-comers list will use the following psykers:<br /> <br /> Hive Tyrant (2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 3 powers)<br /> Hive Tyrant (2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 3 powers)<br /> Tervigon (1 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 2 powers)<br /> Zoanthrope (2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 3 powers)<br /> Zoanthrope (2 <span class="glossaryitem" onmouseover='gp(195);'>WC</span>, 3 powers)<br /> <br /> That's a total of 9 + 1D6 Warp Charges, and 14 powers to cast with them. All but one of my powers are WC1, and so a single roll of a 4+ will do it. Several of these are Maledictions, and so are going to be very tempting to Deny for my opponent.<br /> <br /> The strategy will be to (if I must) select one, maybe two powers that I really want to go off and set aside 2 dice for each (3 if it is absolutely essential, but I am going to train myself to treat psychics as a bonus rather than something to be relied upon given the new randomness). These are saved until last. This part of the strategy is not essential, and I will avoid it if I can.<br /> <br /> I should now have a large pool with which to cast a lot of WC1 powers with, and will throw 1 dice at as many powers as possible. Half will fail, but I think it is better to throw 3 dice at 3 powers and have a chance of 3 powers going off than it is to throw 3 dice at 1 power and potentially waste 2 of those dice when it is only WC1).<br /> <br /> I can spam my way through the psychic phase, activate up to 12 of those powers at once (more if the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for <span class="glossaryitem" onmouseover='gp(195);'>WC</span> is generous, allowing me to power the Zoanthropes' Warp Lances) and it is as safe as can be; no chance to Perils on 1D6. Tyranid quantity over quality.<br /> <br /> <br /> Daemons and Eldar can certainly replicate this, though Daemons and Eldar may be more tempted to go down the Summoning route instead, in which case they will probably play the more anticipated 2/4/6 <span class="glossaryitem" onmouseover='gp(195);'>WC</span> game.<br /> <br /> <br /> <br /> </div></blockquote><br /> <br /> Don't forget Broodlords. not the cheapest but can boost the pool for more spells]]></description>
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				<pubDate><![CDATA[Mon, 26 May 2014 19:01:08]]> GMT</pubDate>
				<author><![CDATA[ dmthomas7]]></author>
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