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		<title><![CDATA[Latest posts for the thread "1v1v1 Rules (beta) "]]></title>
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		<description><![CDATA[Latest messages posted in the thread "1v1v1 Rules (beta) "]]></description>
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				<title>1v1v1 Rules (beta) </title>
				<description><![CDATA[ Hey all, so as part of an effort to get more people involved in our group at once (we have limited time to play multiple games) and keep the point values smaller I have come up with (inspired by the <span class="glossaryitem" onmouseover='gp(650);'>BAO</span> scenarios and kill team secret objectives) a set of rules for 1v1v1. <br /> <br /> There are a few main issues that i've seen with 1v1v1 that these rules attempt to address: <br /> <br /> 1. Using just the book missions means there just aren't many ways to win. Since the <span class="glossaryitem" onmouseover='gp(650);'>BAO</span> scenarios has 2 objectives I figured for 1v1v1 there should be 3 objectives. <br /> 2. It's pretty easy to get into a situation where either 2 people duke it out an the third swoops in to take the game, or you have 2v1. <br /> 3. It's pretty easy for the games to be static. <br /> <br /> To alleviate this I have designed the scenarios to have a 4th "neutral" player which is typically guarding the main objective and thus forces everyone to spend some resources to clear it off (with usually a <span class="glossaryitem" onmouseover='gp(140);'>VP</span> or so as an added incentive to whoever finishes them off), before they can then start hitting each other. Furthermore I added secret objectives to force people to move across the board or potentially even protect/have to focus on certain models in their opponents armies. <br /> <br /> Left to do: <br /> Intros to the scenarios, make a picture of the triangular board layout i briefly describe, more full scenario descriptions. <br /> <br /> Potential rules I'm adding: <br /> one Idea was to have the first player for a given turn A go last the next turn B,a nd then the second/third player from turn A would roll off to see who goes first turn B. <br /> <br /> The rules: <br /> <a href="https://docs.google.com/document/d/1nJLcLWaMUHL4SV8IvnRoPtBH2YZjAJifvgV7ksQmXGo/pub" target="_blank" rel="nofollow">https://docs.google.com/document/d/1nJLcLWaMUHL4SV8IvnRoPtBH2YZjAJifvgV7ksQmXGo/pub</a><br /> ]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 00:57:13]]> GMT</pubDate>
				<author><![CDATA[ Largo39]]></author>
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				<title>1v1v1 Rules (beta) </title>
				<description><![CDATA[ Have 3 objectives for each player, 4 overall. 1 to Guard, 1 to go get and 1 in the middle as an extra possible <span class="glossaryitem" onmouseover='gp(140);'>VP</span>]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 03:17:34]]> GMT</pubDate>
				<author><![CDATA[ Barrywise]]></author>
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				<title>Re:1v1v1 Rules (beta) </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(376);'>Mmm</span> sorry I'm not sure I was clear when I said multiple objectives. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(650);'>bao</span> system has multiple Mission Objectives, like a game that's both the relic and <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> or something. One is worth more than the other<br /> <br /> Thus my rules have 3 Mission Objectives. One is the secret mission objective, one is the "main" mission objective wortrh the most, and then a secondary mission objective. <br /> <br /> So the main Mission Objective may have 4 or so objectives for people to hold, but in addition to that they are also going for say, their secret Mission Objective and the Relic or something as well in the middle. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 06:14:18]]> GMT</pubDate>
				<author><![CDATA[ Largo39]]></author>
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				<title>1v1v1 Rules (beta) </title>
				<description><![CDATA[ Yeah, I've had the same experience as you in 3 player matches. Things end up 2 v 1 or sneaky necron waits till the other two slaughtered each other...<br /> More objectives -ahem, let's call them 'Goals' to have a different term- is a nice idea, but doesn't address the 2v1 or 'one player waiting to pounce' issues...<br /> <br /> Here's an untested idea: Put all objective markers out of deployment zones, not too many of them of course, And have them award one victory point per TURN you have uncontested troops on them!  Last turn doesn't count nearly as much as 'holding the ground as best you can!'  <br /> It seems to me it won't do much against 2v1 situations, but will definitely penalize the 'waiting to pounce' guy. And reward agressive, spreading-out play. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 14:29:17]]> GMT</pubDate>
				<author><![CDATA[ Spacecat]]></author>
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				<title>Re:1v1v1 Rules (beta) </title>
				<description><![CDATA[ If you check out the rules link you'll see that's exactly what I do. No objectives for a given goal are in the deployment zone, and in one of the scenarios everyone starts in the "5th" quarter!<br /> <br /> 2v1 situations are tough, but adding the <span class="glossaryitem" onmouseover='gp(348);'>NPC</span> 4th player (who goes every turn) in the middle helps alleviate that because if 2 want to hit that 1 they'll have to phsycailly move into the space that the 4th plaeyr would be in and thus start getting hit by it. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 18:36:02]]> GMT</pubDate>
				<author><![CDATA[ Largo39]]></author>
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				<title>1v1v1 Rules (beta) </title>
				<description><![CDATA[ Sorry! Hadn't paid attention to the link, now I had a good read.<br /> Those missions seem fun, love the secret objectives, the one about trying to keep one enemy 'sleeper agent' alive actually made me laugh<br /> <br /> Buuuut they're a bit dependent on having the models and will to play a 'neutral' force.  I know my gang wouldn't want to bother with that - games are long enough already... Would be great to have more scenarios that don't use neutral forces.  I wish I knew more tricks to discourage 2v1. Oh well.]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 20:44:12]]> GMT</pubDate>
				<author><![CDATA[ Spacecat]]></author>
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				<title>Re:1v1v1 Rules (beta) </title>
				<description><![CDATA[ It's true, that is a bit of an issue. They are very model heavy, though, I figure with any reasonably sized group you should be able to scounge up about 1000-2000 poitns of extra models, at which point it's just a matter of swapping things out. <br /> <br /> For example, for &quot;don't wake the hive&quot; you could easily swap it out for necrons, or even space mariens (you could say that they crash landed onto the planet and activated a hypersleep mode to await rescue, which you disturbed and woke them up). <br /> <br /> As for time actually.. our first game with the system was only about 2 1/2 hours, which isnt bad for a 3k point game (all told). This is definitely something to keep at &lt;= 1000 points and it moves pretty quick. Between deathworld and the <span class="glossaryitem" onmouseover='gp(348);'>NPC</span> stuff dies pretttty fast. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Mar 2013 22:58:45]]> GMT</pubDate>
				<author><![CDATA[ Largo39]]></author>
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