8th Ed. Harmonic Convergence Interpretation

Discussion in 'Lizardmen Discussion' started by hdctambien, Nov 27, 2013.

  1. hdctambien
    Terradon

    hdctambien Active Member

    Messages:
    579
    Likes Received:
    49
    Trophy Points:
    28
    Some of the people I play with firmly believe that when a FAQ comes out the Slann's Harmonic Convergence ability will be changed to be something along the lines of:

    "The Mall rolls two additional dice to channel, but can still only generate a single power/dispel dice"

    So, he basically gets 3 chances to get his 1 channel die, and if he rolls 2 or 3 6's with his extra dice he still only gets a single power die.

    They tell me that otherwise this ability is way too powerful for its cost.

    I don't agree with them, however I have been on a channeling hot streak in my last few games. They only notice when I roll 2 - 3 channels (with Harmonic Convergence, 3 Skink Priests, the Channeling Staff plus Reservoir of Energy). *I* notice all the times that I roll 0 channels.

    What do you guys think? Are they right to complain, is Harmonic Convergence game breakingly powerful the way we've been playing it?
     
  2. Ondjage
    Razordon

    Ondjage Member

    Messages:
    341
    Likes Received:
    13
    Trophy Points:
    18
    Not OP at all, actually, any caster can pay 15 points for an additional 16.6% chance to channel. The Slann pays 30 points for two additional 16.6% chances of channeling. So same price as channeling rod.


    The effect gets kind of squared when you combine the the slann's ability with the channeling rod though, but I am sure this was intentional by the writers :jawdrop:)
     
  3. olderplayer
    Chameleon Skink

    olderplayer New Member

    Messages:
    164
    Likes Received:
    2
    Trophy Points:
    0
    Pretty clear what the rules are. Yes, the ability to channel additional dice and take the channeling staff is good value for the points cost but not broken and not likely to be amended or corrected in an FAQ. GW tends to resist changing rules that are clearly written and as intended, even when if should.
     
  4. JuQ
    Saurus

    JuQ New Member

    Messages:
    51
    Likes Received:
    10
    Trophy Points:
    0
    Paying 30 points for (statistically) two additional power dice and dispell dice at random moments during the game doesnt feel overpowered at all. Anybody can get a Power Stone and pop two new power dice just when he needs most.

    You can combine it with the Channelling Rod and yo will get an additional power/dispell die per turn (again, statistically). It is a nice combo but 45 points is a reasonable cost for that. That's Nowhere near the old sacrificial dagger of the Dark Elves.
     
  5. cryocube
    Skink

    cryocube New Member

    Messages:
    25
    Likes Received:
    1
    Trophy Points:
    3
    Sure as long as things like this get errata'd too:

    Steam Tanks - No Armor Save if they have a T10/W10
    Lore of Nurgle - No longer get +1 T per successful cast (or cast turn; can't remember exact wording)
    Ogres Iron Guts - Cap unit at 8 (18 man units are brutal)

    etc.


    /sarcasm off

    HC is not an OP ability. Considering our General and Wizard tend to be the same model and sometimes the BSB too, its really hard to spend points because you have to protect him. This just smacks of opponents who don't like playing an army that is better at one of the turns than their army is.
     

Share This Page