Hey everybody! Due to one of my gaming group buddies moving, we've had some issues being able to play/balance around 3 people at a time at my place. We've done the usual 2v1 matches before, and we want to mix it up for Halloween. This is the rough draft for the scenario I'm planning. Everyone has 1000 points in this scenario as well. It doesn't follow the minimum table size for 9th ed either, it's on the classic 6" by 4" mat.
Deployment
Deployment is as follows bellow:
Roll off to see who chooses which deployment zone and deploys first. The one who wins deploys their entire army wholly within their deployment zone and declares what they will place in reserves. Then the player with the second highest roll-off result does the same and so on until all three players have deployed their armies.
Objective Markers
There are 4 objective markers in this mission. One in the center of the battlefield, and 1 in the middle of each player’s deployment zone.
Mission Rules
This Mission follows the same restrictions as Matched Play when it comes to Reserves, Strategic Reserves and the Rule of Three. The battle ends after the end of Battle Round 5.
Free for All: Instead of following regular turn order, at the beginning of each battle round, each player must roll off to see who goes first. If there are any ties, reroll until a winner has been determined. The turn order is decided from those who rolled highest to the least.
You may not shoot enemy units during the shooting phase if they are engaged in close combat with enemy models.
Furthermore, in the instance where you are in combat with more than one opponent during the combat phase, use the current turn order to determine who would go next after resolving charges and abilities that allow you to fight first.
(i.e. The turn order is Jake, Jesse, and then Josh. If Jesse’s Trukk charged Josh’s Harlequin Troupe who are combat with Jake’s Repentia, you would resolve Jesse’s Trukk attacks first, followed by Jake’s Repentia and then Josh)
In the case of the psychic phase, also use turn order to determine who can attempt to deny a psychic power first. Keep in mind that a deny attempt can only happen once. If one player chooses to abstain from attempting to deny a psychic power, the player that would be next in line to deny may choose to do so instead.
Tactical Patience: The player who goes last in each battle round in terms of turn order receives an additional Command Point in the Command Phase. Furthermore, if the player succeeds in achieving any of the Primary Objectives below, they gain one extra
VP in addition to whatever
VP they gain that turn.
Primary Objectives
Make Them Bleed: You get 1
VP for destroying an enemy unit, this can be claimed once per opponent on your turn.
Secure the Landing Area: You get 2
VP if you control the center objective at the beginning of the battle round (this cannot be scored turn one).
Domination: You get 3
VP if you control both enemy players’ objectives at the end of your turn.
So the purpose is to try and deincentivize the usual dogpiling on one player by having objectives that can only be scored if you have both enemy objectives. We also factored in a bit of a handicap for the player who goes last since they'll have a disadvantage when it comes to movement.
I also considered seeing if you only
VP's if you target a specific player, like Player A only scores if he targets Player B, and Player B only scores if he targets Player C, etc. But that has the issue of you being locked up in combat before you can target the player you can score from.
Let me know if you guys have any other ideas, I'm all ears!