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29 October 2014

A Flaw with The Psychic Phase!

Nick speaking,

Well, maybe not a flaw from Games Workshop's point of view, as the the Psychic phase works absolutely fine when you are playing one on one or two on two games, but what about when you are playing three or four way games?


It's fair to say that GW have taken multi player games into account before, with missions like 'Battle at the Camp', but has GW now totally abandoned this type of fun play in 7th Edition? Or did they just forget about it! I play four way games quite often with my buddies, and we always have a blast with them, but we are now having trouble working out the best way to do Deny the Witch?

As it stands, player A rolls a dice and adds that number to his mastery level, as do all the other players, but who Denies the Witch? Surely, all players cannot, as that will just overpower the Psyker! OK, so lets say only the player that the target unit's army is from can Deny, well yes, that's fine, but what if it is a blessing? Maybe the closest person to play A?

Maybe the highest Mastery level should roll the Deny roll, but then he may try to not dispel a power if he knows it may benefit him somehow! What about going back to the old ways of 6th Edition as an option, where you cannot Deny a blessing, but have Perils on double ones and sixes again, and maybe using the current Perils chart?

Have any of you come across this problem? What are your 'House Rules' to solve it?

4 comments:

  1. I'm guessing everyone who chooses to may attempt to do so. Or just have whoever bids the highest number of deny dice actually make the roll.

    ReplyDelete
  2. Personally when i have encountered this problem we play it as anyone who wants to attempt to deny an blessing can attempt to do so, but remember that blessings can only be denied on a 6+ and so its rare to see them denied even when 2+ people try.

    ReplyDelete
  3. We solved this problem by playing teams. It allows you to utilize the rules in 1v1, 1v2, and 2v2 scenarios. It also prepares you for all sorts of wild combinations you might face in a tournament.


    We always treat the two armies (when it's two players on one side) as allies of convenience (no powers allowed on each other), but the same in terms of the enemy applying powers to them.


    In a 1v2, the player by himself, chooses two warlords, and gets two warlord traits. He's basically playing two armies. Each side gets one single set of maelstrom cards.


    I haven't tried a brawl 1v1v1 yet, as those never came out as well as when we teamed up. Someone would always get piled on, and not have any fun.

    ReplyDelete
  4. Thanks for all the feed back guys, I really appreciate the comments :D

    ReplyDelete

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