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 Multiple Combatants?, Covered in the BRB?
DaemonReign
Posted: May 27 2012, 01:33 AM


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So I've got this 'Scenario' in mind looking like this:

A big 8' by 8' square battle-field.
In the middle there's a castle, inside which Player 1 deploys a ~5000pts Army.
In each "deployment-zone" Players 2 & 3 deploy two individual armies of ~10000pts.

Victory Conditions - Take the Castle!
The caveat here is that the Players 2 & 3 must fight each other while at same time trying to topple Player 1 who's holding the castle.

Ok so this is the premise of my question.

I don't have the BRB at home (it's at the club) but I have heard that there are rules that cover how to play games with multiple opponants.

Is that true? And without going too much into detail: If such rules exist in the BRB, are they any good? Or would you feel prompted to make up rules yourself regardless?

Wasn't sure in what section to post this. I basically just want to know if I need to start thinking of a system for sequencing 3 players in a game, or if I can rest easy knowing that the BRB covers it (as I have heard that it does..)

Feel free to comment on what you think of the basic scenario of course. smile.gif


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Sherlocko
Posted: May 27 2012, 02:10 AM


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I donīt think so. They are talking about games with multiple players but then it narrows down to placing them on two sides anyway.
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DaemonReign
Posted: May 27 2012, 02:38 AM


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sad.gif
Damn it.
Well, then I got some work cut out for me then...

Anybody know of any houserule-pack posted on the internet that adresses this issue?


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Smoko
Posted: May 27 2012, 03:37 PM


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The Battle Royale on 406 and the Acropolis of Skulls on 408 give some rules. They do it as everyone does movement, then magic (one spell each at a time), then shooting, then combat.
It doesn't quite work out since there's less combat going on - one per turn as opposed to 2.

We gave the Acropolis a go with VC in the centre and it essentially just worked out as him getting hammered from both sides.


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gjnoronh
Posted: May 27 2012, 08:35 PM


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A recent bad dice podcast discusses an approach to mil risked games.

Most important is figuring out how magic works.


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It's pretty hypocritical to deride GW for valuing their pocketbooks over what's good for the growth of the hobby while you are buying on ebay and playing in your friendly local gaming store.
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DaemonReign
Posted: May 27 2012, 09:05 PM


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Yeah!
It's the Magic Phase(s) that presents the biggest issue as far as I see it.

Generally speaking I think it should work just fine to just let each player get their Turns in the same kind of sequence that two players would normally have.

So.
TURN 1 -
Player 1 First Turn
Player 2 First Turn
Player 3 First Turn

And so on..

For each Player's Magic Phase here's what I'm thinking:
The Player whos turn it is generates Winds of Magic as normal.
The Dispel Dice generated by the Winds of Magic are 'shared' by the two 'opposing' players, but any dice they Channel they get to keep for themselves.

Then when the Casting player casts a spell the two opposing players may either use their 'Channeled/own' Dispel dice to dispel the spell (or any Scrolls they might have), or they can agree to use Dispel Dice from the Shared pool.
If one player wishes to dispel a spell, but the other player wants the spell to go through, then they can nominate a wizard and roll off using their Magic level as modifyer.

I've been thinking about this for a while now, and aside of 3 Players naturally meaning there's more stuff to keep track of it doesn't seem all that complicated to run a game with 3 players.

Thanks for the input though guys, I'll certainly check out what the rulebook actually has to offer as soon as I get a chance to read it.


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