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Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

Please correct me if I am playing this wrong.

Lets assume a Warp Charge ("WC") 2 power is being cast.

The WC Pool has enough dice for the hypothetical

Casting Player chooses to roll 3 WC dice and successfully rolls 2 WC Points

In order to dispel/nullify the power, the defending player must roll (a) one 6+; or (b) two 6+?

All this time I thought the answer was (a) one 6+. But while watching MWG.com VBatReps, I noticed Matt always requires that all the successful WC points are dispelled.

Which is it?

I have a love /hate relationship with anything green. 
   
Made in us
Discriminating Deathmark Assassin




Johnson City, NewYork

You must negate all passed rolls.

ADD causes my posts to ramble from time to time. Please bear with me.

You're not a Time Lord stick with linear time.
Specific Vs General 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

In order to Deny, every successful WC must be nullified.

This means, if your opponent has 6 successes, you need 6 Denies to nulify the power, regardless of WC cost.

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.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Auspicious Daemonic Herald





You must roll successes equal to the number of success your opponent rolled so B
   
Made in gb
Ultramarine Chaplain with Hate to Spare





B you must roll 2 why on earth would it be 1?

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Auspicious Daemonic Herald





 FlingitNow wrote:
B you must roll 2 why on earth would it be 1?

If each successful DtW subtracted from your opponents successes then you could reduce them to below the required number of warp charges needed to cast with just one 6 on DtW

But that is not how how it works because that a dumb way to do it because it basically makes it the same probability of denial regardless on how hard it is to cast the power.
   
Made in us
Ship's Officer





Reading, UK

 FlingitNow wrote:
B you must roll 2 why on earth would it be 1?
I assumed this was the case for a while until I went back and re-read.

My logic was that since you needed to harness equal to, or above, the number of warp charges for the power, anything that brought you below that number would cause it to fail.

Attempt to cast WC 2 power - Harness 3 WC - Opponent denies 2 WC - Only 1 WC remaining means you can't cast the 2 WC power.

Obviously it's completely wrong and not how the game works, but it certainly made sense in my head! I actually have YMDC to thank for it, so kudos to the masses.

DoW

"War. War never changes." - Fallout

4000pts
3000pts
1000pts
2500pts 
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

Wow I, and just about everyone i've ever played, has played this rule incorrectly. And the implications are humongous. No wonder no one was ever able to get powers off!!!

Thanks Dakka

I have a love /hate relationship with anything green. 
   
 
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