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![[Post New]](/s/i/i.gif) 2014/09/27 14:31:39
Subject: Denying Psychic Powers 7th Edition
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Eternally-Stimulated Slaanesh Dreadnought
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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?
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I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2014/09/27 14:35:13
Subject: Denying Psychic Powers 7th Edition
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Discriminating Deathmark Assassin
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You must negate all passed rolls.
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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 |
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![[Post New]](/s/i/i.gif) 2014/09/27 14:35:37
Subject: Denying Psychic Powers 7th Edition
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Powerful Phoenix Lord
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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.
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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 |
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![[Post New]](/s/i/i.gif) 2014/09/27 14:36:04
Subject: Denying Psychic Powers 7th Edition
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Auspicious Daemonic Herald
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You must roll successes equal to the number of success your opponent rolled so B
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![[Post New]](/s/i/i.gif) 2014/09/27 15:22:12
Subject: Denying Psychic Powers 7th Edition
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Ultramarine Chaplain with Hate to Spare
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B you must roll 2 why on earth would it be 1?
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![[Post New]](/s/i/i.gif) 2014/09/27 15:31:34
Subject: Denying Psychic Powers 7th Edition
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Auspicious Daemonic Herald
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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.
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![[Post New]](/s/i/i.gif) 2014/09/27 16:25:52
Subject: Denying Psychic Powers 7th Edition
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Ship's Officer
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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
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"War. War never changes." - Fallout
4000pts
3000pts
1000pts
2500pts |
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![[Post New]](/s/i/i.gif) 2014/09/29 13:31:10
Subject: Denying Psychic Powers 7th Edition
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Eternally-Stimulated Slaanesh Dreadnought
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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
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I have a love /hate relationship with anything green. |
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