Title: Multiplayer Issues With Magic Phase
Description: raising skeletons and such
DollMaster - May 22, 2007 06:43 AM (GMT)
Normally we play four player multiplayer games using the rules on the GW website. 1000 points. However; there is a problem when it is my magic phase, and I need guidance on how to handle it.
The rule/guideline from GW is that in regards to dispel dice, everyone generates one less. And the player who the spell potentially will effect can dispel it.
How do you handle who can cast dispel on skeleton raising spells in multiplayer games?
My problem is this...There is a Korne player who has a zillion dispel dice. There is always an arguement because he wants to dispel my skeletons every time I cast them. He claims they all affect him.
I do not mind this sometimes, but it just seems as if I have so much more dispel dice to outdo with this thinking (three players worth, one being korne). I have to literally make my raised units not face him in order for it not to affect him.--not without an arguement.
Behana - May 22, 2007 01:57 PM (GMT)
I can't really speak for the rules from the GW site, I personally think thats a pants way of doing multi player magic. The way we play it in my locality, is your dispel dice will only be replinished in your magic phase, and they last until all the way till your next one. So basically, if Mr Khorne wants to dispel your skellies, even if they're no where near him, let him, but then he'll have no dice for the other 2 players magic phases ;)
But by the rules you guys play, I'd say technically, he can dispel it if he wants, as can any of the other players on the table, because a unit of raised anything could potentially effect them, even if it is in 4 turns time because they're so far away..
Rootbeer - May 22, 2007 08:25 PM (GMT)
Some armys are simply not balanced for low points games, you just have to find something that works. Have your team mate take more magic, or take a list that doesn't depend on it. Throw spirit hosts at the khorne units that dont have magic weapons and call it even.
DollMaster - May 22, 2007 11:45 PM (GMT)
I think I like that dispel replenish idea...I am going to bring it up to my buddys to see how we like it.
We just discussed another idea in light of last nights game. For direct affect spells, ie magic missles, whoever is affected gets to dispel it. For buff spells, ie the rest, if the unit is in combat with a player, then he gets to dispel it. Otherwise, it is randomized between the rest of the players on who gets to dispel it. As buffs potentially affect everyone, everyone gets a chance to potentially dispel it.
If they don't want to dispel it to screw another player, or because they feel there are other spells coming their way, then they let it go and the spell goes off.
I like this idea because it adds a new strategic element to the magic phase, 'the hurt another player' element. It also ensures power dice are not going against 50+ Korne dispel dice or +2 to dispel high elves everytime they cast a spell.
Can I get some critiques on this idea? Like problems, unbalanced issues, not fair issues? I want to avoid arguements, and if its an actual rule we use they would come up less.
On the other hand, I am going to play around with the dispel dice replenishing idea and see what I come up with.
Night_Dragon - May 25, 2007 02:05 AM (GMT)
I think that that is a pretty good idea. If you are using the GW method (which I gather has everyone replenish their DD for every person's phase) then I can't really think of a better way to balance it. You cover the fact that buff spells (say, Hellish Vigor) can affect another player.
However, I strongly recommend the alternate idea. That is how I've done it every time I've played more than 1v1. You get as many dispel dice as you normally get, but they have to last you through two or more magic phases. I would suggest that you ignore the GW "generate one less" rule. You'll have to work out when they replenish DD, though. It could be a problem with the first turn of the game. Practice it a few times! Good luck.