Rurik the blessed Posted September 9, 2014 Share Posted September 9, 2014 Ok guys, i would like that all of us share their experiences on casting psy powers. We have a very good amount of WC per psyquic phase, but... sometimes it is difficult to assign how many dices goes to each power... so, i decided to share my experience.... First list... is what i most use. WC1 psy powers - Hammer Hand (Sanctic) : I usually roll two dices, but sometimes i try just one. - Force (Sanctic) : same as above. - Gate of infinity (Sanctic) : I usually roll two or three, as this psy power is very important. - Sanctuary (Sanctic) : When it comes from a Librarian with Terminators or Paladins, i roll two, but on Dreadknights , just one. - Purge Soul (Sanctic) : I don't bother with this, one or two is enough. - Foreboding (Divination) : Same as above - Forewarning (Divination) : This psypower is very good. i usually try to roll for it on the last. two or three dices. - Precognition (Divination) : I always roll Two or three for this one. - Shrouding (Telepathy) : Don't bother too much... I roll just one dice. WC2 psy powers - Cleansing Flame (Sanctic) : Well, this power is very uber... so i roll three or four dices... even five to ensure (when no more powers are left) - Invisibility (Telepathy) : Same as above. - Prescience : (Divination) : I usually try with three dices WC3 psy powers - Vortex of doom (Sanctic) : Oh this is the "Oh no" power for the opponent. so to ensure his tears, i usually roll five or six dices. What all of you think about this... please post your own decisions and experiences. ------------------------------------------------------------------------------------------------------------- Added some Mathhammer to this... In 7th the chances to perils are now simply based on how many dice you use to cast a power1 die: None2 dice: 2.78%3 dice: 7.41%4 dice: 13.19%5 dice: 19.62%6 dice: 26.32%7 dice: 33.02%8 dice: 40.92%Chances to cast a warp charge 1 power based on dice:1 die: 50%2 dice: 75%3 dice: 87.5%4 dice: 93.75%5 dice: 96.88%6 dice: 98.44%7 dice: 99.22%chances to cast a warp charge 2 based on dice:1 die: none2 dice: 25%3 dice: 50%4 dice: 68.75%5 dice: 81.25%6 dice: 89.06%7 dice: 93.75%Chances to cast a warp charge 3 based on dice:1 die: none2 dice: none3 dice: 12.5%4 dice: 31.25%5 dice: 50%6 dice: 65.63%7 dice: 77.34%8 dice: 85.55% Source : http://daemons40k.blogspot.com/2014/05/a-mathematical-look-at-what-we-know.html Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/ Share on other sites More sharing options...
Everon Posted September 9, 2014 Share Posted September 9, 2014 Hammer force and sanctuary I roll 3. I save the extra passes for cleansing Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3804867 Share on other sites More sharing options...
Rurik the blessed Posted September 9, 2014 Author Share Posted September 9, 2014 Added some mathhammer Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3804903 Share on other sites More sharing options...
HiveFleetKelari Posted September 9, 2014 Share Posted September 9, 2014 My basic math says to double the WC needed and add 1 to determine how many dice to use (see the mathhammer above). Another thing to think about is that the Psychic Phase is a lot like poker now. As you cast powers, your opponent has to decide whether to try and deny this power, or save his dice for other spells. I'll often tease dice using powers that my opponent might have an easier time dispelling (because he's got Adamantium Will or a Psyker in the squad I'm targeting, etc). So I might try to cast Psychic Shriek early because it gives my opponent something that he feels like he can deny. If he tries to deny, then whether he succeeds or not, he's not got fewer dice to deny what I really wanted out that turn (Prescience, Gate, Hammerhand, Cleansing Flame, etc). Just another thing to think about in this new Psychic Phase. Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3804907 Share on other sites More sharing options...
thraxdown Posted September 10, 2014 Share Posted September 10, 2014 Wow rurik, you roll much better than I because if five ensures a wc2 for you I am envious. It feels I can't get a power to go off. Last game I played I rolled four dice on gate and failed three out of four psychic phases. The one I passed I of course periled. Maybe I've just been having a rough go of it, but I feel I have to roll two or three more than you suggest to get powers to go off. Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3805235 Share on other sites More sharing options...
Brom MKIV Posted September 10, 2014 Share Posted September 10, 2014 This helps illustrate the other reason the liber daemonica is so good. It's like the ulric of relics with its psychic "preferred enemy" bubble. Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3805259 Share on other sites More sharing options...
Reclusiarch Darius Posted September 10, 2014 Share Posted September 10, 2014 This helps illustrate the other reason the liber daemonica is so good. It's like the ulric of relics with its psychic "preferred enemy" bubble. The thing is, the only powers it really buffs are 'Banishment' and 'Hammerhand', unless you're going full Sanctic on your Libby. With regards to powers, I always throw 2 dice at least at a WC1, and 4+ at a WC2. I don't bother with WC3. Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3805275 Share on other sites More sharing options...
Captain Coolpants Posted September 10, 2014 Share Posted September 10, 2014 For me it just depends on what needs dice and what doesn't.. Say all my units are in range of combat, so I'll cast hammerhand on all with only 2 dice each.. But if only 1 squad was in range then I'd throw 3/4 dice at it... I think how many warp dice you use is a complete variable that can't really be asked accurately. Because yeah I'll throw 5/6 dice at a power like vortex of doom. But if the enemy was in close proximity, and my psyker has 1 wound left and most his squad is dead, I'll probably throw 8+ dice at it as a last stand. Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3805341 Share on other sites More sharing options...
Quozzo Posted September 10, 2014 Share Posted September 10, 2014 This helps illustrate the other reason the liber daemonica is so good. It's like the ulric of relics with its psychic "preferred enemy" bubble.The thing is, the only powers it really buffs are 'Banishment' and 'Hammerhand', unless you're going full Sanctic on your Libby. With regards to powers, I always throw 2 dice at least at a WC1, and 4+ at a WC2. I don't bother with WC3. I do the same. Perilsing on only on a double 6 makes it less likely than in 6th ed so I generally throw another if I have the spare charges (who am I kidding we're GK). Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3805362 Share on other sites More sharing options...
Reclusiarch Darius Posted September 12, 2014 Share Posted September 12, 2014 I find we're rarely running out of warp charge in most games. Because in the early stages, you throw up defensive buffs ('Shrouding', 'Invisibility', 'Forewarning', 'Sanctuary' etc), and maybe a few 'Prescience' if you're in range to shoot or a 'Psychic Shriek'. Once melee happens (Turn 3-4 in my experience), you usually pour your efforts into 'Force', 'Hammerhand' and 'Prescience', and don't have much else to cast. Link to comment https://bolterandchainsword.com/topic/296512-rolling-wc/#findComment-3807062 Share on other sites More sharing options...
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