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Made in gb
Fresh-Faced New User




UK

(Let me know is this already exists)

I've been away from 40K since around 4th edition so apologies of this already exists.

Game rules:

- 3 players (or 3 teams)
- Equal points across all 3 but 1 army must be tyranids.
- 2 players play a standard 5 round points game with the tyranid player/team off the board.
- at the beginning of round 2-5 a dice roll (by the tyranid player) will decide if the tyranids invade on a roll of a 1. Once this happens all players will play 3 rounds from that point
- if this roll doesn't happen by the 5th round the tyranids invade anyway but only 2 more rounds are played.
- the starting players objective is to score the most points in the remaining rounds and survive with units on the board after the final round.
- if the opposing starter player is wiped off the board and they survive past the final round they win.
- if both starting armies are wiped out before the end of the game the tyranids win.
- if both armies survive to the end of the game then the army with the highest points win.
- the tyranids don't score objective points and only goal is to annihilate the other 2 armies.

Thoughts?

This message was edited 2 times. Last update was at 2017/04/19 23:25:10


 
   
Made in us
Confessor Of Sins




WA, USA

What's to prevent abuse from the starting players just not doing anything but sit on objectives? As it is written, the scenario is mostly just a "Nids come in and kill everyone and win" scenario that punishes any kind of attacks.

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Made in gb
Fresh-Faced New User




UK




Automatically Appended Next Post:
 curran12 wrote:
What's to prevent abuse from the starting players just not doing anything but sit on objectives? As it is written, the scenario is mostly just a "Nids come in and kill everyone and win" scenario that punishes any kind of attacks.





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Well you'll know from objective games that the cards they pull will determine which objectives to take. Therefore sitting on objectives doesn't guarantee points. Plus if they sit back and let the nids do the killing for them doesn't guarantee they'll make it to the end of the game and that's if the nid player focuses on one army. Has to chose whether to help wipe out the nids in hope thinning their ranks will help them later in the game or keep the enemy player off objectives.

I'd suspect that depending on the 2 starting armies the nids are like paper in current edition relying on cqc but adding them into a game this way will give them a chance

This message was edited 2 times. Last update was at 2017/04/19 23:43:49


 
   
Made in au
Infiltrating Broodlord





While it does sound for the potential for fun..


The issue is what is to stop players from turtling up until the Tyranids arrive.

The only time I have played a similar thing and it 'work' was I got home from work.. and found 4 mates set up fro a 4 way game.. I DS my army in T2 as the 5th surprise and killed everyone =D
   
Made in us
Ragin' Ork Dreadnought




Another thought: This will be really, really boring for the Tyranid player if they don't arrive for a while. Like, are they supposed to turn on a movie and wait around for two hours while the five-turn game plays out without them? And then show up to a board that could be stacked in their favor or well against them, with no control over how things are set up.
   
Made in gb
Fresh-Faced New User




UK

Waaaghpower wrote:
Another thought: This will be really, really boring for the Tyranid player if they don't arrive for a while. Like, are they supposed to turn on a movie and wait around for two hours while the five-turn game plays out without them? And then show up to a board that could be stacked in their favor or well against them, with no control over how things are set up.


Personally in 3 player games coming back to the game for a while there was a lot of rule changes for us all to learn meaning our games and turns went on for over an hour each. That's potentially a couple of hours spectating for one player and we still enjoyed it.

Won't be the game for everyone but I'd think there might be some excitement in watching the game unfold for the tyranid player as to what they will be coming into.

As for the previous turtle comment. That's a viable tactic but might guarantee a loss for one of them. If they turtle then they're not going to be scoring objective points. And at the end of the game which would likely end with all the armies still on the board one army will win on points they got by luck. I've personally never seen someone not play to win in Warhammer.
   
Made in nl
Longtime Dakkanaut






I like the idea but I would remove all the randomness out of the tyranids arrive die roll. And just let the tyranid player write down secretly at what turn he arrives. I would also give him the rule that all his dead troops enter ongoing reserves on a 2+ and allow his entire army to assault out of reserve and simply give all tyranids outflank if they didn't already have so. This would make it more thematic and more of a challenge.

This message was edited 1 time. Last update was at 2017/04/20 07:44:12


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Made in us
Boosting Space Marine Biker





Jacksonville, NC

I do something similiar where an objective will "accidentally" release like a full squad of gaunts, or some such, Niether player is "In control" but they continually attack whatever is closest to them. It has made some close matches REALLY interesting when player A takes the relic obj in the center of the field only to release a slumbering warrior alpha swarm upon the field.

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Made in us
Powerful Phoenix Lord





If you want a good three-way game...do unit activations independently and the Tyranid player simply gets to deep strike everything in his force.
   
Made in gb
Lesser Daemon of Chaos





West Yorkshire

I feel that the Tyranid player would have more fun if it were less "Playing to win" and more "arriving to cause mayhem and destruction". they choose what turn they arrive, have endless reserves and can deep strike everything. Either that or make it that the tyranids are in control of the objective at the start of the game and have limitless reserves and the other 2 armies are fighting to recover the relic from the tyranids and keep it out of the hands of the opposing faction.

GodDamUser wrote:
While it does sound for the potential for fun..


The issue is what is to stop players from turtling up until the Tyranids arrive.

The only time I have played a similar thing and it 'work' was I got home from work.. and found 4 mates set up fro a 4 way game.. I DS my army in T2 as the 5th surprise and killed everyone =D


Did this at a FLGS with a friend once, we were turning up for a game only to find 2 other friends playing AdMech Vs alpha legion, next thing they know, a Night lords raptor talon and a bladewing assault brotherhood join the fray.

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5000pts W10/ D2/ L7
 
   
Made in us
Lone Wolf Sentinel Pilot






We did something quite like this at my FLGS with a bunch of Kill Teams vs a very large horde of Khorne Daemons, except it was essentially kill points. The more models you killed, the higher you placed. Except each team was allowed to attack others for points as well. My IG got screwed over by some Ultramarines attacking me instead of the Daemons (ironically), while the other IG player and a SW player actually focused on the primary threat. I was a little salty about it, but it was a very interesting custom game.

This message was edited 1 time. Last update was at 2017/04/24 12:57:50


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Perfect Shot Dark Angels Predator Pilot





Eastern CT

3-way games just don't work. They can sound like a good idea but what invariably winds up happening is that one army gets focused on by the other two. Plus, it lengthens the amount of time in which each player is waiting to take his turn.

I can pretty much predict the outcome of this hypothetical scenario. Either the two non-Nid players have it out like a normal game till the Nids come in, in which case they get rolled by the Nids, or they castle up, don't commit to anything that would lose them significant forces, and when the Nids show up, they blast them right off the table again, then finish things up between themselves. Either way, it's not going to be that fun an experience for anyone involved.

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Mekboy on Kustom Deth Kopta






the only 3 way game I have ever seen close to work is player specific objectives 3 in either player's deployment zone. and even then it is luck of the maelstrom cards.

the far superior way is 2 vs 1 1 player double points and 2 player team gets only 1 warlord traind but shares a psychic pool and counts as battle brothers so they act as a single army. players build lists ahead of time something like an 1850 and a 925 so list tailoring is not a factor then roll off, top roll is 1850 lower rolls are 925.

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2000
 
   
Made in au
Thinking of Joining a Davinite Loge






We've done 3-5 player games, using this mission.

We nominate a 4"x4" area, in about the middle of the board. You score 1 point for each of your models in this at the end of each of your turns (after the first, to stop infiltrators). You also score 1 point for each model you have left at the end of the game. Points are the only way to win-we've had the last player alive lose, because they just didn't wrack enough points up. We usually do this on a 4'x4' ZM style board, without the ZM rules.

It works well-although it does favour certain playstyles over others.

SHOULD NOTE: We do this in Killteam games-regular games are too slow with the extra players.

This message was edited 2 times. Last update was at 2017/04/24 16:07:34


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