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so, how many slaanesh minor psychic powers do you actually need to effectively roll siren in a daemon bomb list? 6? 8? 10?
2000pts Orks 4-2-1
6, my understanding is you reroll doubles. so with 6 you are gaurenteed to get siren.
though that just means the person is a dirty dirty bad man.
"Moral Victory! the enemy ran away at the sight of my roting, spikey, diseased, awesomeness... wait.. what?" ~ Theyak
Gen. yeah the "siren bomb" tactic is 6 minor powers to get the siren, personal icon, stature and all the other goodies, 6 psychic powers possible, so you get the idea.
Then you fill up on all daemonettes.
You'll find that this has been banned in most RTTs and events where people know what's going on. Its just not a fair tactic, even a little. You don't get any of the drawbacks, and even if you get to play, you will never get above a 1 or 0 on sportsmanship. Just a warning.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
While 6 is the magic number, in smaller games (1500 and less) you can usually get away with 4. It's a bit risky, but it works 3/4 of the time.
Spambot kill tally. . .337
Take six, is it really worth taking only 4 and saving 20 points if your entire army then fails to work? The choice between 1 extra daemonette and having a nigh invincible HQ summoning fellow should be fairly obvious.
In my opinion, Daemon bomb isn't even that powerful but thats probably because I play Tyranid psychic choir list and a librarian happy SM list most often...
Well.. why not take 8 then, because you could always roll 3 1s.. Oh no, better take 12!
Personally, I'd strongly suggest not doing this one.. It's a lame, one trick pony tactic which is boring to play against and only fun to play if you're simple minded enough to enjoy seeing exactly the same game 50 times in a row with a few key dice rolls deciding the outcome.
Sorry for the bitterness, but I hate boring games..