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![[Post New]](/s/i/i.gif) 2012/05/03 02:34:04
Subject: The magic phase in 2 vs. 2
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Scuttling Genestealer
Ontario
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Ok, so i'm new to the game, and i'm about to play a 2 v 2 game tomorrow, but i don't fully understand how magic will work. I play Vampires, so magic is fairly important to me. I will be playing with Chaos, so i know we'll be trusted allies, so we can share dice, but i can't find a rule in the book for winds of magic, or whatever it's called. Do both me and my partner get to roll 2d6 and thats what we each get, with out opponents getting the highest dice from each of our rolls? or do we just roll 2d6 per team? i feel like 2 d6 per team would make things less complicated, but would also cripple the magic phase.
Is this just a house rule situation, or is it in the BRB and i'm just blind?
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Salamanders - 4500 pts
Hive Fleet Wendigo - 5000+ pts
Vampire Counts - 2500 pts Sold
Ogre Kingdoms - 4000 pts |
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![[Post New]](/s/i/i.gif) 2012/05/03 02:48:45
Subject: The magic phase in 2 vs. 2
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Decrepit Dakkanaut
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The alliance is counted as one army and thus roll 2d6 shared amongst all players.
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This message was edited 2 times. Last update was at 2012/05/03 02:58:27
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![[Post New]](/s/i/i.gif) 2012/05/03 09:57:59
Subject: The magic phase in 2 vs. 2
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Decrepit Dakkanaut
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As above. You get 2D6, shared equally while you are trusted allies, with you deciding who gets any "odd" dice
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![[Post New]](/s/i/i.gif) 2012/05/03 11:35:05
Subject: The magic phase in 2 vs. 2
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Assault Kommando
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nosferatu1001 wrote:As above. You get 2D6, shared equally while you are trusted allies, with you deciding who gets any "odd" dice
No that's desperate alliance. In a trusted alliance, you can each take as many as you want. If you roll an 8 you can go 4-4, 6-2, 8-0, or anything you want.
The page numbers are 137 and 138 in the little boxes labeled Magic.
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![[Post New]](/s/i/i.gif) 2012/05/03 12:55:07
Subject: The magic phase in 2 vs. 2
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Decrepit Dakkanaut
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Ah boo, i so often manage to get a trusted alliance i forgot you choose whatever you want....
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![[Post New]](/s/i/i.gif) 2012/05/03 13:19:25
Subject: The magic phase in 2 vs. 2
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Crazed Savage Orc
Saginaw, MI
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Its divided before you cast. Which can hurt sometimes.
ie. you and your teammate has 1 wizard each. Your team rolls for 8 dice. your teammate takes 5 dice, and you take 3. He tosses 2 dice and rolls double 1;s. His wizard is done with 3 dice left. You can not use those 3 dice.
On friendly games, we house roll that the winds of magic dice are in a "pool" so any wizard and use the dice. For bigger games, 3v3, 6v6, We do a D6+2 for magic and a D3+2 for disspel for each personThose dice stay with the person that rolled it.
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![[Post New]](/s/i/i.gif) 2012/05/03 20:42:22
Subject: The magic phase in 2 vs. 2
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Decrepit Dakkanaut
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Artee wrote:On friendly games, we house roll that the winds of magic dice are in a "pool" so any wizard and use the dice. For bigger games, 3v3, 6v6, We do a D6+2 for magic and a D3+2 for disspel for each personThose dice stay with the person that rolled it.
At that amount of people, you may as well start using the Storm of Magic magic pool rules.
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![[Post New]](/s/i/i.gif) 2012/05/05 01:06:58
Subject: Re:The magic phase in 2 vs. 2
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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It really depends on the actual point total of the game.
If its a 2000 point team game(1000 points each) then you don't really need a bigger roll.
If its say a 4000 point game then you will need to alter things.
I reccomend changing it to be 3D6 for Power Dice. Dispel pool is total of highest and lowest dice for Winds. So a roll of 6, 3, and 2 would generate 11 Power Dice and 8 Dispel Dice.
Pool limit changes to 18 dice for this setup.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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