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Made in ca
Twisted Trueborn with Blaster



Ottawa

I don't know if there are official rules right now for games involving more than two players, but my position is that any rules pertaining to the army itself, such as warlord traits, relics, command points, rule of 3, etc., should apply to each player (i.e. each player gets a warlord trait and their own CP reserve), whereas any rules pertaining to the mission, such as secondary objectives, should apply to each side (i.e. allied players must agree on secondary objectives, as they will be sharing them).

Also the once-per-phase limit on stratagems should apply to each player, just to avoid disputes on who gets to use the command re-roll this phase.

.

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Made in gb
Decrepit Dakkanaut




UK

A bit part of this depends on if you consider the game as 4 separate armies with a unique player for that army and their own turns; or if you consider it 2 separate armies with 2 players controlling each army.

The latter is basically a normal game and its up to the players to decide if they control set parts of their army and such.

The former can run in a number of different ways. The first is to have each side take their turn in sequence. So player 1 and 2 take their turn then players 3 and 4. This does mean that its basically 2 whole armies moving before the other "side" can make their move; however functionally its no different to just two big armies fighting it out.

The other option is to alternate so its 1,3,2,4. This breaks up the game and can reduces the chances of two players ganging up on a single opponent to wipe them out.



Which is another consideration. Ideally people either go into the game with the intention that they don't gang up; or you achieve it by giving each army objectives that encourage them to use more of the board and to not rely on ganging up and wiping out an opponent to win.



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Made in us
Never Forget Isstvan!






2v2 is easy.

You just pick a points level and build your armies like normal.

Then you have a choice to make. Play the missions like normal or make up a new mission.

You can also choose whether to pool CP or keep them seperate for each player.

I personally wouldnt use GT missions for a 2v2 (though they do work). Since its a casual setting I like to do custom missions that play on the allied forces thing.

Stuff like a mission where one player on the defender's team must deploy in the center of the table and gets ambushed by the 2 enemy players, but the ally gets to bring his whole army in from reserve to rescue them.

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Made in ca
Longtime Dakkanaut





Keep in mind; some rules are designed for 1v1. Case in point; Counter-Offensive Stratagem. If both players on a team have access to this so that they can be doubled up, then they can DOUBLE interrupt in the Fight Phase.

Other similar examples (off the top of my head): Deny the Witch abilities (do you allow both players a chance to deny?), CP farming abilities (more tied to the question of shared CP pool or not), and things that say they can only be used once per game (for example, do you allow two allied Chaos Space Marine players to both use their Tide of Traitors stratagem on the same unit of Chaos Cultists; which would be allowed by the wording of the stratagem).

 Galef wrote:
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Made in us
Pile of Necron Spare Parts





I watched a video not too long ago which brought up this topic and it had (at least I think so) pretty good rule set for doing 2v2.




-Core Adjustments-
Army special rules only apply to their own army units. (ex: You cannot benefit from your Tau partner's markerlights even if you are running a Tau army yourself.)

Core rulebook stratagems can be used once per player per turn. (Overwatch, Command Reroll etc.)


-Command Points-
Points are calculated according to army size. For example if each player is using a 1000 point army each player gets 6 CP., (assuming no deductions or bonuses like buying extra relics or warlord traits.)

Command Points are SHARED as a team.


-Deployment-
Each team rolls one die each and the winner picks who deploys first (or is forced to deploy first depending on house rules)

The team who goes first must deploy all of their units at once.

The team who goes second then deploys afterwards.

If you deploy first, you get first turn.


-Command Phase-
Each TEAM gains 1 CP per Command Phase. (abilities that can generate or refund CP are unaffected. For example a Thousand Sons player can generate a CP via Perfidious Tome which is then used by a Necron player in a strategy and can then be refunded by Hyperlogical Strategist. Limit of one generated or refunded CP per player per turn.)


-Movement Phase-
Allied units can block pathing for each other.


-Psychic Phase-
Buffing/debuffing spells are not able to affect the allied army. (For example you cannot grant a -1 to hit buff on a units of your ally. Enemy units hit with a -1 toughness spell with maintain the same toughness when targeted by allied units. )

{Deny the Witch}
Any unit can deny a psychic power if they are in range regardless of what army is being targeted. (For example: a Grey Knight Librarian attempts to Smite a unit of ork boyz, A chaos sorcerer allied to the Ork army can attempt to deny the Smite provided the sorcerer is in range of the ork boyz or librarian and has an available deny to do so.)


-Shooting Phase-
Allied units can block line of sight for other allied units. (For example; if a space marine player parks his rhino in front of a group of necron deathmarks they may no longer have line of sight. Conversely this could also mean the enemy armies cannot target the deathmarks unless they can draw a line 1mm thick to any part of the model that is visible. )

There is no specific order when shooting required. Players are free to plan out how to best min-max their damage output as they see fit.


-Charge Phase- (This section is a bit more open to debate with how hectic and confusing it can get)
Heroic Intervention works for allied units.

Allied teams can both charge the same enemy unit as long as there is space.

Units can only attack if their own army units are within engagement range. If you are packed in behind allied units you are not counted as being in engagement range unless they have left you space to do so. Positioning matters.

-Fight/Morale Phase-
No changes here. All charging units fight first in whatever order they are picked as a team.


-Objectives-
Secondary objectives are picked as a team.

Secondary points/scoring is counted as a team.

Codex specific secondaries are not allowed.

This message was edited 2 times. Last update was at 2021/10/23 10:18:04


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Made in de
Longtime Dakkanaut



Bamberg / Erlangen

I didn't know that video, but it is exactly what we came up with as well in our club. Can recommend it.

   
Made in us
Fixture of Dakka





I do 2v2 (and 2v1) a fair bit. Usually what we do is something like...

* Both sides get the same number of warlords. So in 2v2, each player gets a warlord. In 2v1, the guy on his own gets two warlords/free relics.

* Everyone gets CP as though they were playing an army the size of their army. That is, in a 2v2 game where everyone gets 1,000 points, each player would get CP as though they were playing a 1,000 point game. In 2v1, the guy on his own gets some extra starting CP because he's basically playing a 2,000 point game.

* We simplify objectives quite a bit. We usually just play control 1, control 2+, and control more as primaries and then do something simple like "kill more units in a round" as secondaries.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in ca
Fresh-Faced New User




If you're looking for a good way to play multi player I would consider FFA. One of the better, if not the BEST multi player modes right now is KTD600.


https://www.dakkadakka.com/dakkaforum/posts/list/801635.page
   
 
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