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Psychic Powers

Beta Rules

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78 replies to this topic

#76
Gentlemanloser

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Cap nids won't change. They still use the same big beasts anyway. They will still use zoans for the mega smite and neuros for cheap hq unlocks.

And if they do change. It will be to use more biovores for mw spam instead. Which this rule does nothing to address.

What armies were spamming psykers at those tournanents? Was This prior to codex eldar and makwfic lord cost increases?

And again you have it wrong. I'm not resisting the rule because gk aren't getting fixed. But you fixate on that.

Time and again i have highlighted the flaws with this rule. Other than the GK nerf.

Oh well. Guess we'll all know soon anyway.
QUOTE (Seahawk @ Jul 30 2011, 05:31 AM) <{POST_SNAPBACK}>
We all feel different ways about different rules, but if you're traveling between different gaming groups or to tournaments, the only commonality is the rules as they are written. If you can get your opponent to agree with you on house-ruling something then that changes things, but until then all we can do is go by how things are written.

#77
Captain Idaho

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You've said your piece on it and many here disagree with the severity or existence of the flaws you're describing with the beta rules. I suggest we move on to additional feedback as the topic was intended.

#78
Gentlemanloser

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Many? Just as many agree....

Would you care to actually discuss the other flaws you disagree with, as you've never touched those. Just try to bury the disagreement with the beta rule as a gk bias.

If a global beta rule messes with the balance of the psychic phase as a whole, wouldn't the better solution be to target the individual psyker units that are being spammed to cause the problem themselves?

We've already seen examples of detachment limits through fw beta rules and rumoured tau commander changes.

Wouldn't a better solution be either points increases or resteiction like can only take a single primaris psyker per detachment to stop spam.

As spam seems to be the focus of the beta rule. Seeing as it does nothing to limit armies with a single potent psyker mini.

If smite itself was a problem its charge value could always be increased to lessen its power overall instead.

Without effecting the balance of the entire phase.

Which psyker units are being spammed to cause the problem?
QUOTE (Seahawk @ Jul 30 2011, 05:31 AM) <{POST_SNAPBACK}>
We all feel different ways about different rules, but if you're traveling between different gaming groups or to tournaments, the only commonality is the rules as they are written. If you can get your opponent to agree with you on house-ruling something then that changes things, but until then all we can do is go by how things are written.

#79
Dam13n

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It looks like my mod powers now cover this sub-forum.

As such I am hereby terminating this thread on the basis that no constructive dialogue appears to be occurring and the arguments that are being made have become circular.

I strongly suggest that anyone who is unhappy with GW's proposed fix to Smite should contact them directly via their Facebook page.

Unless GW offer up an updated beta rule instead of a finalised errata in the future this thread will now remain locked.

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Edit:  The rule has now been finalised

 

PSYCHIC FOCUS:

With the exception of Smite, each psychic power can be attempted only once per turn, rather than once per psyker per turn. In addition, unless the psyker attempting to manifest Smite has either the Brotherhood of Psykers (see Codex: Grey Knights) or Brotherhood of Sorcerers ability (see Codex: Thousand Sons), you must add 1 to the warp charge value of Smite for each attempt (whether successful or not) that has been made to manifest Smite during a given Psychic phase, to a maximum warp charge value of 11.

 

For example, if an Ork psyker attempts to manifest Smite during a Psychic phase in which two other psykers have already attempted to manifest Smite, then the warp charge value of Smite is 7 for that attempt (note that if the result of the psyker’s Psychic test is more than 10, it still inflicts D6 mortal wounds instead of D3 as normal).


Edited by Dam13n, 18 April 2018 - 07:55 PM.
adding the finalised rule to close the thread.

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