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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I actually have done a search, and *found* answers but I would like a few more since this is the "You Make Da Call" section.

How do most people treat the psychic phase/warp charge pool/Deny the Witch during team games?

If I have psykers and my teammate does not, who decides who uses the warp charge pool? How many dice does each player get or is it one roll per side?

Thanks
   
Made in us
Auspicious Daemonic Herald





There are no rules for how to play a game more then 1v1. You have to make up your own rules
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






He said that he is looking to see how people play it, indicating he is well aware he needs to make up his own rules.

Generally we've rolled a die, added up all mastery levels on each side, given each player their own mastery level dice, then split the die roll dice between the players on each side. From there players could pool dice if they wished, otherwise each player decided what they did with their dice.

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Astonished of Heck

 CrownAxe wrote:
There are no rules for how to play a game more then 1v1. You have to make up your own rules

pretty much.

I would start with a simple definition of "how many armies are involved?" Each army will have their own Warlord. So, if both you and your partner have Warlords, then you have two armies with all those ramifications. If you have only one Warlord, then one player just operates as the Detachment commanders of the models he has brought.

If multiple armies, determine if each army will get a Turn or if the allied armies will get a Turn.

I would then review the Ally Chart and treat each other according to that, just to be consistent. If it works for Detachments, it can sure work for armies.

The rule for generating Warp Charges states, "each player takes a number of dice equal to the result of the D6 roll; those dice are their Warp Charge pool. Each player then adds up the Mastery Levels of all the Psyker units they currently have on the tabletop (including those embarked on Transports) and adds that many dice to their Warp Charge pool."

For two Armies, this would mean that two players on a team get double Warp Charges, but only that army can use them. So, if Player 1A rolls the dice for the Psychic Phase, Player 1B gets the same Warp Charges, but only Player 1Bs Psykers can use his Pool, and he cannot share, even if one of you are Grey Knights and the other are Black Templars.

If you are playing as one army, I would just stick to regular conventions and they all share one Pool.

This is only a recommendation, not a requirement, though. This is especially true if you are going 2v1 instead of 2v2. In a 2v1, stick to having 1 Warlord per side so that the other player is not completely screwed just because Players = Base Warp Charge Pool.

If you all (including opponent) like all the spell-slinging, though, by all means keep up with the Warp Charges per Side being able to be used by all on that side.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Thanks fellas, I'll read over these again soon. Running an event that might turn into a team thing.
   
Made in gb
Nurgle Veteran Marine with the Flu






For 2v1 games our house rules are as follows for the team with 2 players:
Each player gets their own mastery level dice plus the D3 result on the random community dice roll instead of the D6.
A players community dice WC allocation can be donated to the other player if desired but not the base ML dice.
Unless an enemy power is targeting a specific unit either player can attempt to DtW, but only one attempt can be made between the two players to deny a power.
   
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Longtime Dakkanaut





At my FLGS we just group the charges and everything into one pool. Sharing means caring.

 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

The one time this came up, we played 1d6 in a communal pool, and each player got their Mastery Levels which could not be shared.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
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Monster-Slaying Daemonhunter






Dimmamar

 Happyjew wrote:
The one time this came up, we played 1d6 in a communal pool, and each player got their Mastery Levels which could not be shared.


This is how I've run it at tournaments, and I think it's definitely effective. Prevents my GK Libby giving your Eldrad extra WC. Makes the teammates do a little bit of strategizing over who needs the extra dice more. Promotes teamwork, which is the point of a team tournament.

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The Grimdark Future 8500 1500 6000 2000 5000


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Made in us
Captain of the Forlorn Hope





Chicago, IL

How my friends and I resolve the Psychic Phase and Team Games:

Each side gets 2 dice to the pool and you add up all the Mastery levels as if each detachment were a component of a single army.

E.G. 2 players with 1500 points each, we treat that as one army of 3000 points for the Psychic phase.


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Made in us
Boosting Space Marine Biker





Independence MO

These are the two ways I've seen it played as far as team games go and both seemed to work well.

Owning Phase players pick one player on their team to roll the d6
That Result is given to each player, then each player adds their psyker mastery to that if they have one.

Players may only deny once another player may not deny a power that has been attempted to deny already.

Example:
Team 1 player 1 nominates player 2 to roll:
Team 1 player 2 rolls 1d6 gets a 5: all players use 5+ mastery levels

Team 2 both gain 5 points to deny with.


Second option.

Before the game begins, players decide who is their psychic opponent.

The phase controlling players each roll one d6 for warp charges if applicable.

That players psychic opponent gets the result plus their own charges.
(If only one player in the Phase has psykers, the single d6 is applied to both opponents.)

Example:

Team 1 both roll 1d6 for their phase.
Player 1 gets a 3, Generating three to pre-designated opponent.
Player 2 Gets a 6, generates six to pre-designated opponent
(If team has only one player with psyker one dice is rolled, results go to both opponents)


For both examples:
Players may not try to deny a power that was attempted and failed by their teammate.

Players may not share Warp Charges.

Players may not deny a power targeted at their team mate unless said team mate has less than necessary Warp charges to deny.
This rule does not apply to powers used on your opponents models/units and powers not directly targeting you or your teammates models. (Including Nova Powers).




Armies:
32,000 points (Blood Ravens) 2500 (and growing) 1850
 drunken0elf wrote:

PPl who optimise their list as if they're heading to a tournament when in reality you're just gonna play a game for fun at your FLGS are bascially the Kanye West equivalent or 40K.
 
   
Made in us
Auspicious Aspiring Champion of Chaos






 DeathReaper wrote:
How my friends and I resolve the Psychic Phase and Team Games:

Each side gets 2 dice to the pool and you add up all the Mastery levels as if each detachment were a component of a single army.

E.G. 2 players with 1500 points each, we treat that as one army of 3000 points for the Psychic phase.



We basically do this but with only 1 die for Winds of the Warp and pull from the same WC pool. We treat each side in team games as one army with two (or more) players controlling it (generally disregarding the allies matrix for simplicity's sake).

On a some-what unrelated note, where are people getting that a psyker cannot share the dice generated from his/her mastery level? I've read over the Psychic Phase section multiple time now, and I don't see this restriction anywhere. In fact, this would kind of nullify the purpose of a Librarius Conclave since only one Librarian could cast that phase meaning the rest of the warp charge would be wasted.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
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Astonished of Heck

 EnTyme wrote:
On a some-what unrelated note, where are people getting that a psyker cannot share the dice generated from his/her mastery level? I've read over the Psychic Phase section multiple time now, and I don't see this restriction anywhere. In fact, this would kind of nullify the purpose of a Librarius Conclave since only one Librarian could cast that phase meaning the rest of the warp charge would be wasted.

I think they have been restricting to not sharing it between Players, not between Psykers.

Personally, I think it should be restricted between armies, but that is just my opinion.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in us
Auspicious Aspiring Champion of Chaos






 Charistoph wrote:
 EnTyme wrote:
On a some-what unrelated note, where are people getting that a psyker cannot share the dice generated from his/her mastery level? I've read over the Psychic Phase section multiple time now, and I don't see this restriction anywhere. In fact, this would kind of nullify the purpose of a Librarius Conclave since only one Librarian could cast that phase meaning the rest of the warp charge would be wasted.

I think they have been restricting to not sharing it between Players, not between Psykers.

Personally, I think it should be restricted between armies, but that is just my opinion.


I see this referred to in other topics, though. Some people seem to not allow psykers to "share" the warp charge generated by their mastery level. I'm still pretty new to the game, and I'm just starting to use psykers now that my SM army is getting to a playable level, so I want to make sure I'm doing it right.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Not as Good as a Minion





Astonished of Heck

 EnTyme wrote:
I see this referred to in other topics, though. Some people seem to not allow psykers to "share" the warp charge generated by their mastery level. I'm still pretty new to the game, and I'm just starting to use psykers now that my SM army is getting to a playable level, so I want to make sure I'm doing it right.

There is no rule against it. However, there are two perspectives this may be coming from:
1) Old 40K method: Psykers could use what Powers they had, and couldn't access anyone else's, nor could their powers help in their casting.
2) Old Fantasy method: Once upon a time, Magic dice generated by a Wizard could be used only by the Wizard that generated by that Wizard. Anything that was generated from the "Winds of Magic" could be used by any of that army's Wizards.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
 
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