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Made in ca
Been Around the Block




Anyone got any good ideas for 3 players? Any missions or deployments?
   
Made in se
Fresh-Faced New User




Yesterday we tried out a 4-way match with the Carnage scenario on page 271 in the rulebook. With 500 points per player it worked pretty well but I think adding tactical objectives in some way would spruce it up nicely.
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

Three players won't generally work two will gang up on the army they consider strongest taking it out asap then play each other.
   
Made in us
Longtime Dakkanaut





3 player games always suck

It usually ends up 2vs1

I suggest just making it a 2vs1 from the start

like 750 + 750 vs 1500


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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.

My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
 
   
Made in au
Deadly Dark Eldar Warrior





My friends and I played a 4-person game with a mission called "The Prize", that we stole from one of the Warhammer TV videos - we made up most of the rules. In brief, you deploy in a corner each. There is an objective in the centre. Infantry can carry the prize if they end one move next to it to pick it up, and there is only one objective - whoever holds it at the end is the winner. We played 500 points each on a 4x4 board.

It was great - I highly recommend something similar. The only game changes you have to make are minor.

1. in the fight phase, combats only happen when the player whose turn it is, is involved in that combat. So, if it's player 3's turn, and player 1 is fighting player 2, that combat does not progress this turn.

2. You can shoot into combat, but you target the unit with the closest model to the shooter

3. We didn't have psykers, but you'd have to consider if a psyker can deny once per enemy turn or once per owner turn (probably the latter, or psychic powers are always contested)

The same would have likely worked for 3 players - you just need to make the map an equilateral triangle. There is no rule that says the map must have four sides.

Other notes: tactical objectives don't scale well - keep the mission super simple (maybe the cards make it easier).

This message was edited 1 time. Last update was at 2017/08/20 12:16:39


 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

I've been trying to come up with ways to work this, myself. Trying to apply some Advance Wars mapmaking principles to it. A square - or better still, round - board is a good start, try to get a bit of rotational symmetry going.

DZs should be spaced apart appropriately, but also have a useable backfield. 5' square might be the minimum for a decent sized game?

For victory conditions, I'm thinking of seven objectives - one in each DZ, one in the spaces between each DZ, and one in the middle. Objective-to-objective LOS is a thinker; should they be killing fields, vantage points, or foxholes? Should the least proximate objectives be within 36", 48" of one another? Should the most proximate objectives be within 18", 24" of one another? Should DZ objectives be worth nothing to Home and double to Away? This is something that's going to require discussion and agreement, or an informed & impartial outsider.

The third player might need some sort of counter to the fact that their Knight or Land Raider is going to have to sit through two shooting phases before it gets to do anything; perhaps everything gets -1 to be hit or Cover for the first turn? Maybe they get a bonus CP?

   
Made in us
Powerful Phoenix Lord





Institute a simple alternative form of activation (chips in a cup per each unit, etc.). This prevents heavily the ass-whuppin' which always occurs trying to cram 40K into a three person game.

No one...and I mean NO ONE wants to sit through two opponents turns' worth of shooting/removing models.

This message was edited 1 time. Last update was at 2017/08/20 15:00:43


 
   
Made in us
Evasive Eshin Assassin






There are rules in the book for this, don't they work.
   
Made in ca
Been Around the Block




Does anyone remember the old 3rd or 4th edition 3 way game? Wasnt it called peace talks or something, and all of the hqs start in the middle at a table and peace talks break down and you have to race back to your army? And only when you reached a unit could you use them? Anyone know where they are?
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

Ozeo wrote:
Does anyone remember the old 3rd or 4th edition 3 way game? Wasnt it called peace talks or something, and all of the hqs start in the middle at a table and peace talks break down and you have to race back to your army? And only when you reached a unit could you use them? Anyone know where they are?


that sounds like fun.
   
Made in us
Virulent Space Marine dedicated to Nurgle





Eye of Terror

Ozeo wrote:
Does anyone remember the old 3rd or 4th edition 3 way game? Wasnt it called peace talks or something, and all of the hqs start in the middle at a table and peace talks break down and you have to race back to your army? And only when you reached a unit could you use them? Anyone know where they are?


Peace talks with a Bloodthirster.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

I've been playing some Maelstrom games with three players. It works pretty well! The various sources of victory points keep initiating and then disrupting co-operation. Perhaps player one needs -1 to hit, or player three needs -1 to be hit, so as to avoid early annihilation, but a big table and LOS-blocking terrain helps with that.

We're thinking about doing a Stronghold Attack, with two rival attackers having to cooperate to break the defender but with spoils that only one of them can claim. Any suggestions for points proportions?

   
 
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