Well, maybe not a flaw from Games Workshop's point of view, as the the Psychic phase works absolutely fine when you are playing one on one or two on two games, but what about when you are playing three or four way games?
It's fair to say that GW have taken multi player games into account before, with missions like 'Battle at the Camp', but has GW now totally abandoned this type of fun play in 7th Edition? Or did they just forget about it! I play four way games quite often with my buddies, and we always have a blast with them, but we are now having trouble working out the best way to do Deny the Witch?
As it stands, player A rolls a dice and adds that number to his mastery level, as do all the other players, but who Denies the Witch? Surely, all players cannot, as that will just overpower the Psyker! OK, so lets say only the player that the target unit's army is from can Deny, well yes, that's fine, but what if it is a blessing? Maybe the closest person to play A?
Maybe the highest Mastery level should roll the Deny roll, but then he may try to not dispel a power if he knows it may benefit him somehow! What about going back to the old ways of 6th Edition as an option, where you cannot Deny a blessing, but have Perils on double ones and sixes again, and maybe using the current Perils chart?
Have any of you come across this problem? What are your 'House Rules' to solve it?
What the Eldar Are Secretly Good For? Pic of the Day - [image: What the Eldar Are Secretly Good For? Pic of the Day] Sure they may "live" forever, BUT is this what they are secretly good for? Kinda reminds me...
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