Guest Mr. Bigglesworth Posted May 24, 2014 Report Share Posted May 24, 2014 I figured this may be a way we can chat through how 7th maybe integrated into ofcc this year. I hope this appropriate. It might also be a way to give advice on how to make a a good ofcc list. One of my teammates pointed out grey knights and daemons will be quite stringing psychic phase so taking special considerations when building these army lists may need to be considered. I am not to concerned about the number of focs one can use, I trust the players. I like the idea of come the apoc can be included and have scoring. One can finally bring genestealer cult with an ig and nid detachment!!! I hope we integrate the special mission cards and would be possible to comission a ofcc one but seems like too little time. I don't have book in hand yet but I'm curious if there are any cautions folks have to list building in 7th that one should consider, so lists are friendly enough? Is there any restrictions that should be imposed to protect the spirit? Quote Link to comment Share on other sites More sharing options...
doc Posted May 24, 2014 Report Share Posted May 24, 2014 from my experience last night I think that psychic disciplines need to be determined before game 1, handed into the HoG and used for the whole event. 1 Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 24, 2014 Report Share Posted May 24, 2014 I saw your other post can you elaborate, save time or balance? Quote Link to comment Share on other sites More sharing options...
Steel Angel Posted May 24, 2014 Report Share Posted May 24, 2014 How about bound unbound. Im good either way but would hate to show up with bound and find out I could have unbound. wow thats alot of bounds lol Quote Link to comment Share on other sites More sharing options...
doc Posted May 25, 2014 Report Share Posted May 25, 2014 I saw your other post can you elaborate, save time or balance? Save time. 2 Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 27, 2014 Report Share Posted May 27, 2014 Seems like a soft limit on how many warp charges can be in list might be good idea. 1 Quote Link to comment Share on other sites More sharing options...
pretre Posted May 27, 2014 Report Share Posted May 27, 2014 I think it may be a bit early to make too many decisions, but it is good to talk about it. Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 27, 2014 Report Share Posted May 27, 2014 Indeed, this is all preliminary seems hog is inclined to self regulation, responsibility on caps. Quote Link to comment Share on other sites More sharing options...
Burk Posted May 27, 2014 Report Share Posted May 27, 2014 Give it a few weeks. Joel us play testing 4 Quote Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 28, 2014 Report Share Posted May 28, 2014 I don't mean to undermine only give room to voice concerns others might have to suggest for play testing and ruling. 1 Quote Link to comment Share on other sites More sharing options...
Burk Posted May 28, 2014 Report Share Posted May 28, 2014 totally understand, no issues with that, just want to put into context anyone that starts to ask what to expect as we are just figuring that out now. Quote Link to comment Share on other sites More sharing options...
Brent Mooney Posted June 1, 2014 Report Share Posted June 1, 2014 Psychic dice could be limited to 12. You don't have psykers running wild.. But at the same time you do not nerf them either. You could get lucky and be up 12 dice to 1. But no one will be down 40 to 4. This will also keep psychic phases short Quote Link to comment Share on other sites More sharing options...
AbusePuppy Posted June 3, 2014 Report Share Posted June 3, 2014 Twelve is a very, very low number of psychic dice, just to point out- armies like Grey Knights and Tyranids can generate that many pretty accidentally, especially in 2000pts. A more feasible solution I've seen is making a Perils of the Warp result cause the spell to fail automatically (but not the "perils on any doubles" effect of Daemonology, as that makes the spells almost-literally impossible to cast for anyone but GK/Daemons.) I'm not sure it's a perfect solution, but it's better than most of the hard-caps I've seen. It still leaves the issue of someone with 20-40 psychic dice shutting down virtually all of the enemy's spells, but I suspect that problem is going to be a lot harder to solve. Quote Link to comment Share on other sites More sharing options...
alexcragg Posted June 14, 2014 Report Share Posted June 14, 2014 I like the option of rolling all my psychic powers and keeping them for the event, as I am working on a demon army. I wouldn't ask everyone to do that - like the marine player with 1 librarian who wants to pick and choose his powers each game - vs rolling 432 times a game for a demon army. It would be a nice option. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.