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In article <crmrdj$s5v$1@news.Stanford.EDU>, Ibn Tumart,
ibnzztumart@gmailzz.com Varfed out the following in Timo speak...
> Lattes wrote:
> > A question to all of you on how you deal with 3 way battles? Both 3 for
> > all and 2 vs 1?
>
> 2 v. 1 isn't difficult. I've done that with my friends a number of
> times. You just treat the 2 on one side as one entity when it comes to
> setting up and taking turns.
>
This has generally worked well for me as well. The 2 player team
each used a 1000 pt army vs the single player with 2000 pts. At times
we've given the 'single' player a slight increase in points (like 2200)
since the 'allied' armies players can combine forces to miniamize army
specific weaknesses. An example would be an allied Marine and IG force
where the IG provided the basilisks and majority of heavy support while
the Marines provided the majority of troops and fast attack/assault type
units.
> A three person free-for-all is a bit trickier. I've only been involved
> in that and a four person free-for-all a couple of times, so I'm not
> sure what's the optimal way of handling it. Going clockwise or
> counterclockwise worked, but it was frustrating waiting for three other
> people to go before you got another shot.
>
> If I were to do such a free-for-all again, I might suggest to the others
> that we each move simultaneously during the movement phase to speed
> things up. We could shoot simultaneously as well, but I'd want counters
> so we could mark destroyed or killed units that still got to shoot back
> before the turn ended.
Actually, that's an excellent idea. The counter system would not
be unlike the old 'epic' 40K system (which I love) and could be a lot of
fun. People placing movement and shoot/assault orders face down for all
their units, and everyone revealing them at the same time could lead to
some fun and tense moments in the game without being unduely
unbalancing. Obviously for clarity sake, you'd need to use markers for
casualties and have one person at a time roll for shooting attacks, but
this way no one would be unduely disadvantaged by being the 'last' to
roll for attacks as everyone still gets to fire all their units before
the casualties are removed. Just repeat the process for the 'assault'
phase and you're good to go.
You'd need to design markers for movement and a seperate set for
shoot/assault/shoot&assault orders, as well as casualty and vehicle
damage type markers, but that's really easily done in any one of a
number of freeware/shareware graphics programs. I've even seen/have
some of those very markers that I found off a web site somewhere ages
ago.
It's a great idea Ibn, I wish I'd thought of it ages ago.
Thanks,
Myrmidon
--
#1582. I think they call it Warhammer "40K" because that is how
much you are going to have to make per year in order to play.
- Eric Noland
# 1082. Pound for pound I can buy cocaine cheaper than
raise a Warhammer army
- Roy Cox
http://www.PetitionOnline.com/gwprice/
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