Title: Allied Magic Phase
swill - January 23, 2006 05:03 PM (GMT)
For anyone who has played an allied game (which should be everyone at some point) how do you set up or arrange the magic phase, EX. for defence do you collectivly add all your dispel dice or each army keeps them seperate( we keep em seperate) and for the Offensive same question but when one ally starts the phase with a spell does he comtinue till he's done or do you allow both allies to interweave with thiet spellcasting, and if you have a miscast that says ends phase or gets rid of dice does it effect both allies or just the army that caused the miscast( we play as in each army starts and finishes its own phase, as in a high elf and woodies are allied the woodies start the phase so which means the high elfs wont be able to start thiers untill the woodies have declared thiers finished, and any miscasts that occur only effect the army that caused it, same goes with spell effects only help that army..EX curse of arrow attracton only helps out the High elves and woodies couldnt cast any blessings or whatnot onto the HE, but thats just the way we play) So, how do the rest of you manage it?
Arganos - January 23, 2006 05:14 PM (GMT)
Since my only allied games were when my empire allied with dwarves I can only answer for the dispell part.. We kept the dice seperated and discussed who would dispell the spell the enemy threw at us. As I only used warrior-priests as magic users we didn't have anything to do with power dice, but I'd keep that seperate as well...
I'm not sure if we'd only let our spells affect our own units though.. I think it's perfectly logical that a high elf wizard who'd want to aid his wood elf allies would cast a (helpful) spell on them or vice versa. I mean they're allies after all. And I think the magic phase wouldn't be turn-based on one side because we see it as one large army, just as we do in the movement and shooting phase..
Altithir - January 23, 2006 05:22 PM (GMT)
Whenever ive played allied battles we have always combined our power and dispel dice, im not so sure as to the actual rule for this though (or even if there is one)
Servant of Isha - January 23, 2006 05:38 PM (GMT)
I've only played one alleid battle, which was a long time ago, but I beleive we kept the power dice and dispel dice seperate. It seems to work better, if only because there aren't as many problems and questions that arise otherwise. I would allow helpful spells to have an effect on alleid units, though it didn't come up in the game I played.
B-rad*** - January 23, 2006 05:50 PM (GMT)
I have played many, many allied games. Quite frankly, its what I've played the most. We have always combined our casting and dispel pool. It makes sense that friendly mages would help one another out. Also alot of spells says that it must target a friendly unit, so cast away on an ally, for they are friendly.
Servant of Isha - January 23, 2006 09:30 PM (GMT)
What is your base pool for magic then B-rad? Do you use 2 dice basic, 2 dice per army (therefore 4 dice overall), or do you go imbetween for 3 dice?
I think whether you combine could realisticly depend on whether you are combinging turns. If the allies have seperate turns (for whatever reason), they have seperate pools (maybe they are coming on from two different parts of the battlefield, unable to completely combine their magical strength).
If it's part of the same turn, then game wise it should be combined; it's like taking an alleid contingent (which counts as part of your force for those kinds of things).
B-rad*** - January 23, 2006 09:31 PM (GMT)
since we are two seperate armies we each get our two base.
QuietiManes - January 24, 2006 12:47 AM (GMT)
Not that I have any real experience but I'd think you'd want to combine the dispel pools and seperate the casting pools. To avoid abuse. Seperate dispel pools sounds particularily scary, if both enemy armies ganged up on one army. Then again, if that's how you want to play the game, no biggie, I can play rough too. There's nothing stopping the shooting phase, movement phase or hand to hand combat phase having the 2 armies gang up on one. Having both armies on one side have their turns right after each other sounds scary too, as whoever gets first turn is at a HUGE advantage. With combined magic and shooting 2 armies should be able to take out a fair amount of the big threats. Which doesnt sound like much fun for the following turns.
Wolfie - January 24, 2006 02:51 PM (GMT)
We usually keep our dice to ourselves, but they´re actually a combined pool so if you think you need one more dispel dice you can "borrow" it from your ally.
And we split the basic dices, so we get one each.
Altithir - January 24, 2006 02:59 PM (GMT)
I like to think of it as the two sides of the winds of magic uniting universally against a common foe
Gil Galed - January 24, 2006 06:30 PM (GMT)
as their are no official rules i would say make house rules, aprt from that i wud say that you have sperate dice pools but if you do need to lend dice to your ally one of your wizards should count as having cast a spell in aid of ur opponent so that wiz can only cast once that turn if he was lvl2 and so on
Altithir - January 24, 2006 06:43 PM (GMT)
thats actually a really good idea. Get a cooperative thing going on so on mage can empower the other. And because you said it counted as a spell, you could only do it once every magic phase.
Glim - January 24, 2006 08:55 PM (GMT)
What we do is 2 basic dices and count the rest up. Then if we want to cast stuff we try to get the best spells possible with the dice that we've got. You must really be able to compromise and have an ally you can talk with. If you only want to do your own spells it will not work.
Don't get stuck up a tree!
Ohh yeah, we can cast magic on each other, when it says "on a friendly unit" and cast on a greenskin is only ON A GREENSKIN.
We agreed to never use orc magic on none-orcs. That would be the day, a massive WHAAGH!!! with all your friendly units taking that charge.
Goodbye sunshine B) <_<
****DO NOT DOUBLE POST, EDIT YOUR LAST ONE INSTEAD****
Hillbilly Carl - January 24, 2006 11:43 PM (GMT)
In my team-games each side is considered a single army. Therefore each side gets dispel and power dice as a single army. This method gets a little tricky if one team (or both) has a dwarf army in it. In that case that team gets 4 dispel dice if the spell is targeted at a dwarf unit. For casting, each wizard on a team generates power dice as normal into a collective pool.