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Daemon Prince, Psycher clarification

751 views 8 replies 4 participants last post by  Ghost of Rage  
#1 ·
Ok I understand the benefits of our Daemon Prince over any of the other HQ choices we have. I've seen a few suggestions for a DP with Warptime and Winds of Chaos. Now, the question. What is the benefit of this? If you can only use one psychic test per turn why have the two powers. You can only use one correct? Is it supposed to be used with WoC in the players turn and Warptime in the oppositions phase? (is that even possible) I just don't understand the benefits compared to the extra cost.
 
#2 ·
Well, what really makes that combo so effective is the Mark of Tzneentch. If you'll read its description on the page about our Psychic Powers, you'll see that the Mark of Tzneentch allows you not only to cast two powers per turn, but two powers per player turn. So if you paid for both of those powers you start by casting Warptime and then if you like you can cast Wind of Chaos and you'll get re-rolls on it when you do, which really lets you make some serious devastation.

Another cool thing about this set-up, is that you can cast Warptime at the start of both your turn and your opponent's turn, which can be really really helpful for those long, drawn out combats you might run into if you get assault or you didn't break/kill the enemy on the turn you charged. Also, so far as I'm aware at least, if you happen to fail your first check for Warptime, you can just cast it again (and hopefully pass the check this time) - this can be a big help if you're really in need of a CC boost.

I hope all this stuff helps, sorry I don't have my codex so I can't give out specific page numbers but take a look at our Psychic Powers page and I think at the very top left you'll find the Mark of Tzneentch as it pertains to casting psychic powers as well as all the powers so you'll know which ones can only be used in your turn (shooty ones like Bolt of Change or Wind of Chaos) and which ones can be used in any turn (like Warptime).

Edit: As a quick side note, Daemon Princes with the Mark of Tzneentch can use two shooty powers (as they are monstrous creatures) per turn if you like, but you can't double up in the same turn (so it'd have to be Wind and then Gift or somesuch, not Wind and then Wind again)
 
#3 ·
Another cool thing about this set-up, is that you can cast Warptime at the start of both your turn and your opponent's turn, which can be really really helpful for those long, drawn out combats you might run into if you get assault or you didn't break/kill the enemy on the turn you charged. Also, so far as I'm aware at least, if you happen to fail your first check for Warptime, you can just cast it again (and hopefully pass the check this time) - this can be a big help if you're really in need of a CC boost.
Actually, you need only cast Warptime successfully during your own turn to still get the boost during your opponents. It says it lasts until your next turn, which would mean you would get re-rolls during your combat phase AND the opponents and then need to re-cast it again at the start of your next shooting phase.
 
#5 ·
OK, this brings me to another question. If I am reading this correctly from you Rabbit, with a MoTz and Warptime only I can not only use the power in my turn to re-roll and misses on hit and wound, but I can use the power on my opponents turn to re-roll any successful hits and wounds from him (since MoTz gives 2 uses of psychic powers). If so, who gets to re-roll the rolls of my enemy, me or him? Also, since the power only affects the psychic during my turn, does it only affect the same model (and his unit) during the opponents turn, or would it affect my whole army? The excitement over the possible uses of this power alone is unbearable.

This can't be right. Seems to be too good of a power.
 
#6 ·
If I'm recalling correctly (and I think I am) Warptime is only for use by the psyker who casts the power. This means all of your Daemon Prince's hit and wound rolls can be re-roll'd if you happen to miss. I'm not entirely sure what you're asking about your opponent, but he doesn't benefit from this and you're the one who rolls the dice. So basically, you can cast this during every turn of the game and get the benefits of it. So, even during your opponent's Assault Phase you can still get to re-roll hits and wounds.
 
#7 ·
Hotspike explained it well. Also, just to clarify, you don't need the MoT in order to use Warp Time for both your turn and your opponent's turn. Any psyker who has a power that is not limited to the owning player's turn may use it each and every turn.

The Mark of Tzeentch simply allows you to use two powers in a given turn, provided you adhere to the powers' restrictions.
 
#8 ·
I understand what you two are saying but I guess I wasn't too clear on the question. I know the benefits of Warptime during my DP attacking, including in my opponents assault phase. What I was trying to ask is if the power can be used to make my opponent re-roll any of his hits and wounds. If I get re-rolls on attacks I make do I also get them on attacks directed at me. Being able to make my opponent re-roll all his hits and wounds against me is huge for mitigation. Better than FnP if you look at it like I do.

Don't know if I am getting the point made I hope I am.