tag:blogger.com,1999:blog-5409947257572021255.post1645230161153778038..comments2023-06-08T11:54:09.799-04:00Comments on JoeSavesTheDay: 7th Edition - Initial Thoughtsjoe m.http://www.blogger.com/profile/13189710292622018212noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-5409947257572021255.post-83382268433479233112014-05-28T21:31:17.008-04:002014-05-28T21:31:17.008-04:00Here's hoping more psychic defense gets brough...Here's hoping more psychic defense gets brought out. My fear though is that even when you have buffs to deny the witch, armies with little or no psykers get only D6 dice to throw at denies. Since you have to deny every successful warp charge, that hinders you pretty quickly. I'm expecting major events to limit this in some way, as it can get ridiculous. <br /><br />One thing that was suggested to me recently was that you can throw a single dice at 1 WC powers and have a 50/50 chance of manifesting, with 0 chance of perils. That does make it easy for an opponent to throw all their dice at denying, but depending on how many charges they have and what the d6 roll was, as well as what else you are casting, it does allow you to play it safe for getting off some extra witchfires.<br /><br />With the FAQ yesterday burning heldrakes (which, I suppose is ok for the flamer version, which is still useful, but the hades autocannon version, which was one of the few anti-air options for CSM, is now utterly useless, on top of the toning down of vector strikes. I'm seriously worried about flyer spam, my army wasn't great at handling massed flyers before. Still, only a few armies do that well.<br /><br />Oh, and no divination for CSM after all, except with the aforementioned balestar. <br /><br />Seems to me like the best course is to keep a seercouncil in your bag in case you run into a psyker heavy army and offer to play if you can bring your warlocks and farseer tuned to dispell!Occupy Terrahttps://www.blogger.com/profile/02585266186988933198noreply@blogger.comtag:blogger.com,1999:blog-5409947257572021255.post-63675192735238781312014-05-28T18:43:18.781-04:002014-05-28T18:43:18.781-04:00Those are some good points. I hadn't thought o...Those are some good points. I hadn't thought of the psychic-centric spam builds that Daemons and GK can achieve which can drastically impact how that phase of the game plays out; it's a shame too because I think if both sides only had small to moderate mastery levels / warp charge points the phase could be a lot of fun and more suspenseful. But going up against 30+ is futile unless you too have that many, and yeah I wonder what Necrons & DE are supposed to do against armies like that... maybe they'll receive some kind of bonus to defend against psychic powers that target them when their books are updated, something to represent their ability to resist the powers of the warp or something along those lines, haha. I guess we'll have to wait and see.joe m.https://www.blogger.com/profile/13189710292622018212noreply@blogger.comtag:blogger.com,1999:blog-5409947257572021255.post-84538438280934478072014-05-24T18:50:42.589-04:002014-05-24T18:50:42.589-04:00I definitely like some of the changes. Psychics de...I definitely like some of the changes. Psychics deserved their own phase, and they now can shoot all their witchfires, perform blessings after moving or disembarking, etc. The biggest downside is that for high leadership casters, there's a higher rate of failure. Even still, for an army with only 1 psyker, you will get at least 2 powers you can cast due to focus, even at ML1 (and you can always attempt to cast all your powers instead of being limited by mastery levels, you are just limited by how many dice you choose to throw). With the buffing of a few powers (notably telepathy, psychic shriek, iron arm, and endurance) the balancing of divination (which at ML1 before was being spammed excessively from every army that could get it, especially from inquisitors).<br /><br />Casting is toned down, but the psychic phase is also more of a tactical mindfuck now, as you throw dice based not only on casting your power, but also based on making denying difficult or impossible. Tzeentch Daemons and Grey Knights truly master the phase, able to throw serious weight into their warp charge pools. You can get a ML3 herald for 95 points, and in a single FOC you can take 4, a ML3 Lord of Change, plus up to 6 units of 20 pink horrors, who generate 3 charges each until their numbers are reduced. That's 33 warp charges, and that's without trying to maximize per point (you'd drop the lord of change for one, as he is expensive per ML). Belakor is a major force multiplier, coming with the entire telepathy discipline and at least 3 warp charges (he gens more if your opponent fails an ld test in their turn). <br /><br />The focus/chaos focus is nice, now my marked sorcerers automatically get their god's primaris no matter what, and are free to spend their points elsewhere. Divination for CSM is another interesting choice, I'm happy with that but they did make the new artifact from crimson slaughter the balestar of manon kinda useless, as it granted divination.<br /><br />My biggest beef so far is that combat oriented flying monsters got boned pretty hard. Smash is now a single attack, rather than changing your base attack statistic, vector strike was toned down, and you can't charge the turn you change flying modes. The end result is Khorne daemon princes and bloodthirsters aren't great, Nurgle princes with the black mace need to roll Iron Arm to be close to the damage output they were (quite randomly) capable of doing if their daemon weapon was hot. Shooty flying monsters will enjoy staying in the air longer, and if they happen to be grounded and survive, they can at least make a charge, so there's some benefits along with the drawbacks, its just that the monsters affected are different.<br /><br />Overall, I'm slight better able to represent a fluffy force, my nurglings are scoring, my nurgle sorcerer who's fluff is his second sight can now take divination for his 2 non-nurgle powers, and his Palanquin's extra wounds will prove invaluable for surviving inevitable perils checks. My Nurgle heralds are now as good at casting as anyone else, previously their LD 8 hurt them compared to daemon princes and greater daemons. <br /><br />I do worry that lists with no psykers will be at a disadvantage, but we'll have to see how bad it gets. Certainly the massive psyker heavy lists with 30-50 mastery levels (which you won't see all that often, as they usually make serious sacrifices in damage output) will be able to shut down lists with 1-2 psykers just through weight of deny dice.Occupy Terrahttps://www.blogger.com/profile/02585266186988933198noreply@blogger.com