Thursday, August 28, 2014

The psychic phase - Fail or Win?

Hey hows it going guys.  So this week I wanted to talk on the subject of the Psychic phase in 7th edition.  Before sharing my thoughts, I wanted to research both the good and the bad of the phase as this is the biggest change of 7th.  No longer do players have to remember when to cast psychic powers, no more "hey do you mind if I cast this now" , no more remembering that these powers are done before movement, in the shooting, assault, etc.  All powers are done in this phase which definitely makes things a little easier.  Having played several games both with a psychic dependant and non dependant army the phase bring a nice sub game to the game.  However thoughts of psychic powers being cast almost automatic like in 5th or 6th edition are sadly mistaken.  The way psychic powers are cast now make it a little hard to count on in this edition.  Even for psychic heavy armies you can not count on getting every power up every turn.  Yes psycher heavy armies will have it easier by flinging more dice to get the powers off however the more dice they throw the more perils of the warp chances come up.  In this edition, any rolls of double 6 on successful or failed casts result in perils of the warp.   It doesn't take a genius to surmise that the more dice you throw at a power, the more 6's will come up.  This makes it a gamble that if you really want a power to go off, the more chances that a perils result will come up.  Is this a fair trade off for armies that have few psychers or no psychers?   If the player is rolling hot then no, hot dice will always win no matter what.  But let's take it from an average dice thrower.  Not every spell that you need up will always be on no matter how many dice you throw at it.  Which leads me to my first conclusion.  I believe that armies that are not so relient on powers going off will be the ones best off in this edition.  Armies that are extremely relient with powers going off will have their days but will not be so consistent in the winners column.   Armies that can do both will be even better off.  I conducted some experimenting with both a psycher heavy, power dependant army and one that wasn't dependant (just one psycher,  random).  In playing several games, I found that the army that wasn't dependant on getting powers off was consistently winning turns and thus games (scoring more points) than the army that was heavily dependant on getting powers off.  The nature of the psychic phase in 7th edition lends itself to be more fickle if you will then in past editions which I guess is GW's way of balancing out psycher heavy armies.  I guess they didn't count on having somebody with hot dice or armies that can get tons of warp dice to throw at powers by creating more psychers.   All in all though I think GW did something good here.  Giving players a phase to cast all of their powers makes it easier to remember, makes psychic powers a cleaner aspect of the game.  Limiting power dice or even making it that summoned units could only give you at max 1 more power dice would make this phase a genuine winner.

On deck today is my finished Belakor the dark master.  I basically copied the paint scheme from GW as I thought the scheme looked great and was easy to replicate.  I plan on running him with my dark mech army to add in more psychic support or even with my Thousand sons to add in a little more punch. 

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