Sandinistato wrote: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.
Generally, I'd be a bit more points conservative per player (unless you've got a huge game on an 8' x 6' table or something planned), but I wouldn't choose to artificially restrict orders.
Order pools: Can just be handled as separate combat groups.
Turn order: Well, you can let each player in a team go sequentially, but my preference is to letting members of the same team take a shared turn, as it feels more "team-like".
Initiative: Make the players pick one "chief" Lt per side to roll for the initiative - Strategos L3 is only applied if this Lt has it, but is applied to all opposing players. Strategos L2 works for any Lt, but only applies to their own player as normal.
For three or more sides, I'd have everyone roll off. Order players by:
- Number of attempts needed to get a passing
WIP roll (as this saves problems with what happens when multiple people fail the roll)
- Then the number they roll when they pass. If this results in a tie, have roll-offs until there is a clear winner (but this won't count towards their number of attempts). Crits are only compared against people with the same number of attempts, so critting on roll 3 won't beat someone who (merely) passed on roll 1 or 2.
Let the winner pick their preference of turn or deployment, then let the second player pick their choice from the remaining options, then third, etc. Then, after everyone has picked one, let the first player have his/her pick of the remaining options in the other category, etc.
For example, four sides A,B,C and D all roll in a matching order:
A picks to go first.
B picks to deploy fourth
C picks to deploy third.
D picks to go second.
A picks again, deploying second.
B picks again, going third.
C is forced to go fourth, having no other option.
D is forced to deploy first.
Forward Observers: If taking shared turns, team-mates can use each other's
FO marks.
Loss-of-Lt: Assessed per player, not per side.
Retreat:
1) Assess retreat per player with:
1a) One player in retreat on a team counting to end ITS scenarios
1b) Some greater number of players (half/all) ending the scenario
2) Assess retreat between all players on a team.
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I think that covers most of the issues that might need addressing.