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Made in us
Stalwart Strike Squad Grey Knight



Arkansas

Hey guys,

I am running an APOC game on the 11th, and I just realized that there is no FAQ for the psychic phase...


How would you guys play the psychic phase? Do they act as a team so share all dice for both defense and offense... or do they only share dice with defense..

Looking for some good ideas!

In the name of the Emperor I will smite you with my Fu**, GW took that away too!  
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

I played a team game the other day. We ruled it that you kept the dice you generated and shared the d6 pool however you wanted.

 
   
Made in us
Stalwart Strike Squad Grey Knight



Arkansas

What did you guys do for denying blessings or units targeted? Did they get to deny as a team...

In the name of the Emperor I will smite you with my Fu**, GW took that away too!  
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

I would say that only the player who's unit was targeted by a spell can deny that spell, but he can acquire defensive dice from his allies. Similarly, a blessing can be denied by any player using his own dice plus whatever dice his allies give him, but each side can only attempt to deny a spell once. If the first deny attempt failed, another player can't attempt to deny that spell.


Automatically Appended Next Post:
For casting spells, I'd allow players to share dice.

This kind of ruling encourages the players to work together on their strategy rather than just doing their own thing. It makes the game more interesting.

This message was edited 2 times. Last update was at 2014/10/02 14:28:52


6000+
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Made in us
Guarding Guardian




USA

Zimko wrote:
I would say that only the player who's unit was targeted by a spell can deny that spell, but he can acquire defensive dice from his allies. Similarly, a blessing can be denied by any player using his own dice plus whatever dice his allies give him, but each side can only attempt to deny a spell once. If the first deny attempt failed, another player can't attempt to deny that spell.


Automatically Appended Next Post:
For casting spells, I'd allow players to share dice.

This kind of ruling encourages the players to work together on their strategy rather than just doing their own thing. It makes the game more interesting.


+1 this, in absence of any official rules. Also, you may want to add in the OP's original method of distribution, then everyone share as they wish from there. Allies work together, but often have their own agendas and may want to reserve some for themselves.

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But it's expensive sauce! 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

azactaylor wrote:
What did you guys do for denying blessings or units targeted? Did they get to deny as a team...


For deny the witch, yes.

 
   
Made in us
Douglas Bader






I'd return to the 6th edition psyker rules, or even all the way back to 5th and just choose your powers. The 7th edition psyker mechanics scale very poorly to Apocalypse level, so if anyone brings a psyker-heavy army your game is going to turn into a mess of tedious dice rolling and bookkeeping. You really don't want to be keeping track of hundreds of warp charge per side potentially being used by almost as many psykers. It's just not worth playing by RAW, house rule it to something more efficient.

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Made in il
Warplord Titan Princeps of Tzeentch






What I've seen done most, is that the D6 is shared, and each player has his own psychic pool.

For deny, a single enemy steps up to deny (the one targeted in case of hostile spells, anyone who wants or nearest for self-buffs, summons and such)

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

When we've done team games we let the players take turns in rolling for the D6 -- different player each game turn.

Who rolled gets to distribute the extra dice, with each psyker getting their own "stash" from what they generate.

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We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
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Made in ru
Speedy Swiftclaw Biker





Hive Moscow

 Peregrine wrote:
I'd return to the 6th edition psyker rules, or even all the way back to 5th and just choose your powers. The 7th edition psyker mechanics scale very poorly to Apocalypse level, so if anyone brings a psyker-heavy army your game is going to turn into a mess of tedious dice rolling and bookkeeping. You really don't want to be keeping track of hundreds of warp charge per side potentially being used by almost as many psykers. It's just not worth playing by RAW, house rule it to something more efficient.


They too tighten the game and it does not lead to anything good.

We play big games more than 40 thousand on the side of every two weeks, I played more than 20 games.

All this is not so, it does not affect the balance of the game.

These are the myths. Even the heavymagic army in Apoc - demons do not pose any difficulty.


Automatically Appended Next Post:
According to the RAI and RAW, each player must throw a D6, it has its own pool of cubes and can not share them for casts. But the whole team is de facto and de jure, has a common pool of cubes on the deny.

This message was edited 1 time. Last update was at 2014/10/03 10:33:05


 
   
Made in gb
Confessor Of Sins





Newton Aycliffe

When i played a 2 on 2, we did it similarly to Darog:

Turn 1 Player A on both sides (on their Turn) rolls a D6.

That result, plus any for your army, is what you obtain (so the D6 value has doubled)

Turn 2 Player B rolls, and vice versa till the end.

It also helped that I had no psykers whatsoever, so i just got my D6 for Dispell in the enemy turn. My ally played his Psychic phase pretty much as if he was on his own....
Obviously you can only dispel your own Units, and choose who does each blessing...

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Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. 
   
 
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