Magic in 2v2s

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Vipoid

Necromancer
Apr 27, 2012
873
Zombies
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Not sure if this is the right topic, so apologies in advance if this thread should be elsewhere.

Anyway, my friends and I most commonly play 2v2 games of Warhammer. But, our biggest problem is the magic phase. We've tried a few different methods, but none have really worked out well.

I was just wondering if anyone has rules for magic in 2v2 warhammer that they've had success with?

Or simply if anyone has ideas for how to go about it?
 
bigbadbat said:
Like homebrew rules?
There are rules in the BRB, but they can make weird if you're not trusted allies.

Yeah, I'm looking for homebrew rules.

We tried the system suggested in the book but, unless only one person per team uses wizards, we just ended up with far too few power dice.
 
we shared power dice and dispel dice as a team max 12 we talked in secrecy each magic phase to see who would use what PD on what spells best plan of action per turn worked out just fine :)
 
We play a lot of 2v2 games and have found that using the storm of magic generation system works for us. Roll 4d6 and they get the top 2 for DD. Each army has to use their own wizards to dispell spells against their units. And just use a common pool. It has worked for us......:thumbsup:
 
Randar said:
or bring a strategic ally IE dwarves or WoC khorne army lol! more PD for ME!!!!!:vampire3::slapface:

Well, since you bring it up, that's one of the problems.

We swap around, so it's not always the same teams. And, even if we plan in advance, our Khorne Daemon player will never have a wizard, and I'll never not have a wizard.

Anyway, the problem is, what happens if one team both have wizards, but only one player on the other team has a wizard? Is it fair for that team to still get 3d6 or 4d6 power dice?
 
just sit down say hey dude how you want to do this thing 2d6 3d6 4d6 ? randomly roll a handful of dice ? allow each wizard to cast each spell he knows ? BAN magic whatever you and your foes decide on just magic sure it works for everyone involved and have fun.

If they argue too much just "Accidentally" knock off there favorite model from the table with a oopppsss! :|


:thumbsup:
 
The way that we do it at my LGS has worked very well so far.

When one sides magic phase begins, if both players have wizards, they both roll 2D6 for spell dice. Each player gets their own dice pool that they manage independently. Miscasts that take away dice or hurt other friendly wizards, only effect the player who miscast.

The opponent gets a number of dice equal to the highest result from each players roll. Dispell dice are in a common pool.

So if active player A rolls 3-4, and active player B rolls 2-6 for their dice pools, APA gets 7 dice, APB gets 8 dice, and the inactive team gets 10 dice.

If at the beginning of a magic phase the active team only has one player with a mage, only he rolls for winds and the opposing team simply gets the highest die roll as usual.

Active channeling is player specific, inactive channeling goes into the group pool.
 
When I played in doubles tournaments a while back, the dices were split between the players (The DD ones too). It meant less dices for you to use of course, but also less dispel dice for your opponents. From what I remember, if the alliance didn't hold betweeh the two with dispel dices, they couldn't dispel spells cast on their ally... which is quite an advantage for the casting players to push all magic against one player each caster phase.

I guess houserulings could (And maybe should) be made for teamplay.
 

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