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Made in us
Fresh-Faced New User





Not sure if this should be rules or not. Anyways I have been wondering how to handle team games with 4 players. As it seems that potentially 20 orders falling on a teams head would be a bit much.

Last time we played a team game we limited our orders to 5 for each player and said they lost an order for every 2 models killed.

That doesn't seem like the best solution. I would like to hear how you guys have done team games and multiplayer games in general specifically how you handled the order pools, initiative, etc.

Thanks!
Made in us
Fresh-Faced New User





 Pacific wrote:
As an alternative to the above, I'm currently putting finishing touches to the first section of a 'gamesmaster' type system for Infinity, which I hope will be a great way of representing Infinity combat between two spec-ops teams in civilised/city areas. You have a two player game as usual, but with an extra player controlling the civilians and security/defense type forces which would be called in to respond to such disturbances of the peace!

Think something like Grand Theft Auto in terms of how it works, with a 'threat' indicator that fills up as civilians in the area get attacked, explosions go off etc. This might start with local, pretty ineffective 'rent-a-cops', but as these get killed soon armoured response teams turn up in vehicles, even eventually police TAGs or gunships if you continue to go postal. This makes it that much harder for both sides to complete their objectives, but also adds a lot of immersion/narrative, and I'm hoping the feeling of 'Ghost in the Shell' of these conflicts taking place in a future city.

I'm just finishing painting up some minis for it and playtesting the rules, but hopefully will have something to post on Dakka for it soon.


Wow that sounds great! I bet it would be awesome in a campaign also. As previous actions could cause the factions to have more " heat" on them and local security is raised.
 
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