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Made in ca
Regular Dakkanaut



Canada

So, with me having to sit at home all day due to COVID-19, the idea recently struck me that I could host a multi-player game on Tabletop Simular or Vassal, or, better yet, use screen shots from either to host such a game on a local Discord idea of mine. The general idea was that of each player controlling a hero from their army, and all of them having to battle their way through wave after wave of enemy reinforcements, either in the hopes of remaining alive at the end of the game, or in an effort to get off the board

The general idea I was thinking was:

-3-6 characters max
-Characters may not be more than 140 pts, and may not have the VEHICLE or MONSTER keyword
-Each character gets one free relic and warlord trait, as per normal, and each player counts as having a battle-forged force (ie each player gets 2 CP)
-One participating player is nominated as the "DM." It is the DM who controls the enemy horde that the heroes will have to battle though.
-Each turn, the DM rolls on a random table, to determine what new enemy unit appears on the battlefield. (Ideal "enemy horde" races could be Tyranids, Daemons, or Orks)

I'm debating, though, whether to make the scenario in question a "last stand" type of situation (ie if there are heroes left standing at the end of the game, the defenders win), or a scenario similar to Ambush where the heroes have to get off the board. Does anyone have any thoughts or helpful advice on this?

P.S. I'm sure I'm not the first person to think of a scenario where its a bunch of characters against an enemy army. If such an article already exists in this section, please let me know.

My battle report thread:
Ars Scripta Batreps 
   
Made in us
Fixture of Dakka





iirc, the last mission in the Phoenix Rising Psychic Awakening book is a bunch of aeldari characters versus a slaaneshi horde. So that might be worth looking into. It's worth noting that Slaaneshi daemons don't have much in the way of shooting, so heroes that die are likely to do so in melee rather than by getting ganked from a lucky tankbusta shot or whatever.

Also, you might look at the 4th edition Kill Team rules if you can find them. You don't control characters, but you do build a highly-customized squad that has to sneak past enemy sentinels and take on a boss. It might be up your alley.

Lord of Nonsensical Crap wrote:

-3-6 characters max
-Characters may not be more than 140 pts, and may not have the VEHICLE or MONSTER keyword

I'm curious about some of these limitations. If someone wanted to take a bunch of cheap guard characters, for instance, they'd each be well under 140 points, but they'd also hit the 6 character limit much faster than something like space marines. Would it really be all that broken if someone wanted to field, say, a bunch of comissars and masters of the fleet instead of 3 marine characters?

The vehicle and monster restrictions make more sense at a glance, but even those seem like they could probably be managed if the game master can throw whatever he feels appropriate into the enemy pool, no?


-Each character gets one free relic and warlord trait, as per normal, and each player counts as having a battle-forged force (ie each player gets 2 CP)

Not 3CP per normal battleforged rules? As a stretch goal, it might be worth considering coming up with a list of stratagems specifically for this style of play. A weak strat in normal 40k might be much stronger in this context. Plus, you could use the custom strats to give "super moves" to specific characters or to give the DM a resource to drop special units with. For instance, DMs might be able to pick a small number of non-troop units that they can bring in during the game by spending CP. Also, have you considered generating CP during the game (1CP at the start of each round, 1CP if your main character is still alive, maybe 1CP for achieving goals) in a similar vein to Kill Team? If you're going for a last stand style of play, this would help make sure that there's a constant trickle of CP available rather than encouraging players to use up their CP in a couple early bursts.


-One participating player is nominated as the "DM." It is the DM who controls the enemy horde that the heroes will have to battle though.
-Each turn, the DM rolls on a random table, to determine what new enemy unit appears on the battlefield. (Ideal "enemy horde" races could be Tyranids, Daemons, or Orks)

I like the idea of having that table limited to weaker units and allowing them to roll on a stronger table by spending CP.


I'm debating, though, whether to make the scenario in question a "last stand" type of situation (ie if there are heroes left standing at the end of the game, the defenders win), or a scenario similar to Ambush where the heroes have to get off the board. Does anyone have any thoughts or helpful advice on this?


Lots of fun possibilities here! Again, the 4th edition KT missions seem appropriate. Survive X turns. Kill X waves of enemies. Plant some explosives on a central point. Kill an especially powerful boss. Lots of possibilities.


ATTENTION
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Made in us
Second Story Man





Astonished of Heck

Before they were shutdown due to a rent change, one of my LGS ran a Zombicide game, 40K style, each Halloween. Each player, but one, brings a single HQ character from their army. The other player controlled a vast swath of individual zombies and Tythus.

The objective was to kill Tythus to stop the zombie plague. It was really interesting the year they allowed defeated players to become "Zombie" versions of themselves, which was a bit annoying when you have a zombie Greater Bloodthirster get taken down because of the sheer number of zombies that could get in to combat with him.

It was so bad that they adjusted them to just being regular zombies the next year.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in ca
Regular Dakkanaut



Canada

Wyldhunt wrote:iirc, the last mission in the Phoenix Rising Psychic Awakening book is a bunch of aeldari characters versus a slaaneshi horde. So that might be worth looking into. It's worth noting that Slaaneshi daemons don't have much in the way of shooting, so heroes that die are likely to do so in melee rather than by getting ganked from a lucky tankbusta shot or whatever.


Just my luck, then, for having leant my copy to a friend.

Also, you might look at the 4th edition Kill Team rules if you can find them. You don't control characters, but you do build a highly-customized squad that has to sneak past enemy sentinels and take on a boss. It might be up your alley.


I'm curious about some of these limitations. If someone wanted to take a bunch of cheap guard characters, for instance, they'd each be well under 140 points, but they'd also hit the 6 character limit much faster than something like space marines. Would it really be all that broken if someone wanted to field, say, a bunch of comissars and masters of the fleet instead of 3 marine characters?


My thinking behind the limitations is I wanted it to be (primarily) infantry and infantry-sized characters, and wanted to limit people out of taking things like Daemon Princes, Tank Commanders, etc (though it would certainly be possible to do a "higher difficulty" game where such characters could be fielded). As for whether to make allowances for things like multiple characters...possibly, though I can only think of that really being applicable with Guard, since their characters seem like the weakest to me.
In general, the idea was to also allow for a diverse group of characters from multiple factions fighting for mutual survival, so you could have for instance a Space Marine Captain fighting alongside a Farseer fighting alongside a Warboss, etc. I think the idea of multiple chars for the Guard has merit, but I'm also wary of opening the door to teams of characters rather than each player controlling one character.

The vehicle and monster restrictions make more sense at a glance, but even those seem like they could probably be managed if the game master can throw whatever he feels appropriate into the enemy pool, no?


Absolutely. Again, I could see running a higher-end version of this with no points limit, but tougher enemies.

Not 3CP per normal battleforged rules?


That was a typo on my part.

As a stretch goal, it might be worth considering coming up with a list of stratagems specifically for this style of play. A weak strat in normal 40k might be much stronger in this context. Plus, you could use the custom strats to give "super moves" to specific characters or to give the DM a resource to drop special units with. For instance, DMs might be able to pick a small number of non-troop units that they can bring in during the game by spending CP. Also, have you considered generating CP during the game (1CP at the start of each round, 1CP if your main character is still alive, maybe 1CP for achieving goals) in a similar vein to Kill Team? If you're going for a last stand style of play, this would help make sure that there's a constant trickle of CP available rather than encouraging players to use up their CP in a couple early bursts.


The idea of generating CP in a similar manner to Kill Team does have merit. As for unique stratagems to summon troops or get super moves....maybe. To be honest I kind of like the idea that each player is starting out with extremely limited CP and thus will have to use them wisely (and it makes anything that can refund or generate CP that much more valuable), but depending on the size of the enemy horde, CP generation and/or reinforcement strats could be interesting.

]
I like the idea of having that table limited to weaker units and allowing them to roll on a stronger table by spending CP.

That idea also has merit, though I originally envisioned the DM as less a player than as an actual DM controlling NPCs, who is not necessarily playing to win so much as to have a good time. Then again, I suddenly did get the idea that if I allow CP generation, then every CP the players spend give the DM more CP in turn with which to generate nastier baddies.



Lots of fun possibilities here! Again, the 4th edition KT missions seem appropriate. Survive X turns. Kill X waves of enemies. Plant some explosives on a central point. Kill an especially powerful boss. Lots of possibilities.

Hmm, true enough. I'm just trying to decide what kind of scenario I would like to run for the first test of this idea.

Charistoph wrote:Before they were shutdown due to a rent change, one of my LGS ran a Zombicide game, 40K style, each Halloween. Each player, but one, brings a single HQ character from their army. The other player controlled a vast swath of individual zombies and Tythus.

The objective was to kill Tythus to stop the zombie plague. It was really interesting the year they allowed defeated players to become "Zombie" versions of themselves, which was a bit annoying when you have a zombie Greater Bloodthirster get taken down because of the sheer number of zombies that could get in to combat with him.

It was so bad that they adjusted them to just being regular zombies the next year.


Out of curiosity, how many Zombie models were on the board? Or were they constantly being generated? (Has not played Zombicide).

My battle report thread:
Ars Scripta Batreps 
   
Made in au
Rookie Pilot




Brisbane



My force is ready.

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