Yeah... I had one ML2 hive tyrant, so it was more or less the same. I used three or four dice when I really wanted a power to go off like when I badly wanted to Warp Blast a rhino to death. I never periled.
Yeah... I had one ML2 hive tyrant, so it was more or less the same. I used three or four dice when I really wanted a power to go off like when I badly wanted to Warp Blast a rhino to death. I never periled.
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It's best to use the minimum dice you can while still being reliable and casting more powers. Unless, that is, you really need to get one particular power off. Normally, I'd throw three dice at ML1, 5 at ML2, and 7 at ML3 powers. That gives you about an 80% chance of success for each without too much dice investment.
I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.
I'm enjoying army building more - generally play for fun and find that the new Battle Forge supports the type of "for fun" lists I play with better. Not really impacted by the Unbound as, well, when we want to play that we already did and didn't need rules telling us it was ok!
Just an observation, but 1 6 will not deny a succesful 2 warp charge power. He must cancel both your successes in order to deny the power. Also, getting a perils every time you throw 3 dice? That's just some horrible statistical night mare there.. 2 6's out of 3 dice every time? I suspect a bit of exageration may have crept into your recollection.
The acid test is to play Unbound v. Unbound. You get the opportunity to see if you've considered everything your list could or couldn't handle.
It's very possible when your dice hate you. ML3 plus dice rolls of 1 and 2 while my opponent rolled 5 and 6 for their denial dice.
Dambiel:
Guide has a warp charge of 1 and that is the primary power that I used. You'd be surprised how terrible I can roll. I should probably go to the casino and put my money on the hard 12 slot on the craps table. I'd clean up...
Multiple 4+ to pass is much more finicky then a 2d6 ld test.
Each result is 50/50 with not a lot of options, where as a 2d6 has a much nicer cleaner curve, especially at ld 8 and up.
You will see much more drastic swings in your dice rolls with a single die then 2d6 combined.
Think of it this way, the psychic phase just became BS3.....
Well, to start, that is actually impossible. You roll a single D6 at the start of the psychic phase, and that's the base for both of you, you each add your mastery levels to that number. So every round you would have had 3+1d6 while your psykerless opponent would have had the same 1d6 result, which is to say you would always have more dice available by simply having a psyker while they didn't..
Second, to successfully Deny the Witch, you have to roll a 6 for every 4+ rolled to activate the power. So if you ever rolled, say, two 4+'s to activate a power, regardless of how many WC the power takes, your opponent needed to roll two 6's to deny it. That alone should have cut down his deny success unless your opponent was rolling absurdly hot.
Third, with perils only occurring on two or more 6's, you seriously rolled two or more every time you rolled three dice? I find that hard to believe unless you're less lucky than I am.
So generally, it sounds like you both needed to read the rules a little more closely. And refer to the numbers in [URL="http://www.lounge.belloflostsouls.net/showthread.php?45643-Psychic-phase-numbers"]this thread[/URL] about casting powers. Rolling 2d6 for a 1 WC power is roughly equivalent to the success rate of a Leadership 8 pskyer in 6th edition. You have to throw at least 4 dice to match/beat 6th ed LD10 success rates, though 3 dice is pretty close.
Last edited by Patrick Boyle; 06-05-2014 at 03:34 PM.