7th Ed Boot Camp – Psychic Phase Part 4 Unlimited Power
Welcome back for part four of our 40k Boot Camp series on the new Psychic Phase!
If there is one single thing about seventh edition that’s completely different most people agree psychic phase (and it quite possibly become the biggest focus for angst here soon)!
Here’s my part four notes from this new phase with my interpretations. This is by no means a comprehensive all encompassing exposition on the new phase, it’s just an attempt by me to share what I’ve learned after studying the book and playing a few games with some of the best players in the game.
In this article we’ll be covering the act of actually casting powers themselves, with some extra tips and tricks as well!
Feel free to use this summary with your games, or even to repost it to help others with their games as well!
MBG’s 7th Edition Boot Camp – The Psychic Phase Part Four: Unlimited Power
Let’s take a look at how two typical 6th armies would stack up against each other in 7th edition real quick.
Basically to start the phase off there will be an average roll of 4 (on one d6) to generate Warp Charge.
So if you and your opponent keep with a 6th Edition Psyker average, and only include say only one Masterly Level Two Pskyer (or two level ones) at 2ML you’ll get an average of 6 Warp Charge, BUT your opponent will get 6 as well because they get that same roll of “4” to add to their Mastery Level of 2 in this example as well for dispelling.
Which when taking into consideration the strategies outlined below you may have a hard time casting anything over 2 Warp Charge, and your opponent may just be able to easily dispel that casting if he throws all six of his dispel pool at it.
It seems like when looking at the averages that will need to roll for during the new phase (masterly levels coupled with dispel rolls) there may be a sweet spot of 10-12 Mastery Levels to shoot for when building an army in 7th now.
What we can take from that is well, even if you actually have 8-9 dice to try to dispel these types of casting techniques, your enemy is still going to perils a lot.
Which is good and bad, because Daemon bomb armies will be doing this with brotherhood of psyker models, so losing one random model is no big deal to them. However losing a costly psyker character model is a big problem.
Number of Warp Charges | Chance of Success – WC1 | Chance of Success – WC2 | Chance of Success – WC3 | Chance of Perils |
1D6 | 50% | 0% | 0% | 0% |
2D6 | 75% | 25% | 0% | 2.78% |
3D6 | 87.50% | 50% | 12.50% | 7.41% |
4D6 | 93.75% | 68.75% | 31.25% | 13.19% |
5D6 | 96.88% | 81.25% | 50% | 19.62% |
6D6 | 98.44% | 89.06% | 65.63% | 26.32% |
7D6 | 99.22% | 93.75% | 77.34% | 33.02% |
8D6 | 99.61% | 96.48% | 85.55% | 39.53% |
9D6 | 99.80% | 98.05% | 91.02% | 45.73% |
10D6 | 99.90% | 98.93% | 94.53% | 51.55% |
So between dispels, and perils it may prove very interesting to cast those more costly spells.