12 Jan 2013
Two friends and I have been playing 3-way battles regularly for a couple years now, and have finally found a setup that works PERFECTLY , so I am happy to share.
The problem with 3-way battles is mainly getting a balanced deployment, so that the game does not end up as a two against one battle. We finally found a good balance by playing a modified Surprise Encounter (p. 389 brb) and adding objectives to the game to prevent players from deliberately teaming up.
Race for the Treasures a 3 player free-for-all game
The Armies
Each player brings 2000 or 2500 points.
The Battlefield
Normal board (4x6) with normal terrain.
Deployment
As Surprise Encounter (p. 389 brb). The three players take turns to pick starting sectors, and end up with two sectors each.
Game Length
7 turns
Victory Conditions
Normal victory points. Half victory points for a unit goes to the player that brings it to half strength and the remaining VPs goes to the player who destroys it. Characters, monsters and the like only award VPs when they are fully destroyed.
In addition each captured treasure awards 750 VPs. (as explained later)
Scenario Special Rules
Surprise and Reserves -special rules exactly as in Surprise Encounter (p. 389 brb).
3-way magic
At the start of each of the first players magic phases, roll 2D6 for the winds of magic as normal. This counts as the winds of magic for all the three players magic phases that turn. Ergo, all players are awarded the same number of power/dispel dice at the first players turn, and will not be awarded extra dice at their own turn. This also means that each player must split his dispel dice between the two opposing magic phases.
3-way combats
If units from all three factions get involved in the same close combat, calculate the combat resolution separately for all three players to see which player wins the combat. Any unit in base to base contact with the winning players units will have to take a break test, comparing his CR with the winning players. If it gets more complicated than that, just improvise! ;-)
Treasure!
There are two treasures located on the board, centrally positioned in the intersections between the 6 starting sectors. These treasures are pivotal to the outcome of the game (granting 750 VPs) and the three players must try to grab these treasures and escape with them.
In each of the two intersections between the 6 sectors, place a suitable marker. This marker represents a treasure. Any unit or character can pick up the treasure by moving into contact with it, after which the unit can move no further that turn (no reforms either). The unit will continue to carry the treasure around in following turns, but may voluntarily leave the treasure at the start of any movement phase. If the unit flees for any reason it will also automatically leave the treasure. If the unit gets broken in combat, the treasure is overtaken by the victorious unit.
If a unit (or character) manages to move into contact with a board edge in the owning players own sector whilst carrying the treasure, the unit is removed from play (giving no extra VPs to the other players) and the owning player is awarded 750 VPs for capturing the treasure.
Its too Heavy !!
The treasure is cumbersome and heavy, and only units of sufficient number and strength are able to move it swiftly around. Every unit has an ability to carry equal to their strength value multiplied with their number of remaining wounds. If this number is 50 or more, the unit can move and march with the treasure as it wishes. If the value is between 25 and 50 the unit cannot march with the treasure and if the value is less than 25, the unit cannot move the treasure around, and only guard it.
Examples:
25 saurus warriors have an ability to carry equal to 4x25 (strength x wounds) = 100. They are able to both move and march with the treasure if the unit has 13 or more models remaining (4x13=52), and can still move the treasure around, but not march, if the unit has 7 models left (4x7=28). If there are only 6 or less sauri left, the unit can only guard the treasure but not move it. Characters are calculated separately, so if a scar-vet joins the unit, he will add 10 to the units ability to carry (5x2=10).
In another example a unit of 6 treekin has an ability to carry equal to 5x6x3 = 90. They have 6x3 wounds because each of the six treekin has three wounds. To be able to march with the treasure the unit of treekin needs to have a minimum of 10 wounds remaining in other words 3 unwounded treekin and a fourth sitting on its last wound.
A dark elf war hydra is a unit with multiple strength values - handlers and monster. Only the highest value is used, which means that the hydra has an ability to carry equal to 5x5=25. So unfortunately for the hydra, it only needs to suffer a single wound to lose the ability to move the treasure.
Note: Dwarves are especially resolute and relentless when it comes to treasure, and will always be able to march with the treasure as long as the unit is able to move with it (ability to carry of 25+). In addition, the dwarf unit that carries the treasure has +1 movement.
Thats all from me. Try this game, people. Its a really fun and tactical way to get a good nights WHFB in, when you hit the odd number of players. Me and my friends have played this scenario four times now with different armies, and it has been equally close and enjoyable each time - add to that: VERY, VERY tactical. Especially deployment-wise as you will quickly figure out.
The problem with 3-way battles is mainly getting a balanced deployment, so that the game does not end up as a two against one battle. We finally found a good balance by playing a modified Surprise Encounter (p. 389 brb) and adding objectives to the game to prevent players from deliberately teaming up.
Race for the Treasures a 3 player free-for-all game
The Armies
Each player brings 2000 or 2500 points.
The Battlefield
Normal board (4x6) with normal terrain.
Deployment
As Surprise Encounter (p. 389 brb). The three players take turns to pick starting sectors, and end up with two sectors each.
Game Length
7 turns
Victory Conditions
Normal victory points. Half victory points for a unit goes to the player that brings it to half strength and the remaining VPs goes to the player who destroys it. Characters, monsters and the like only award VPs when they are fully destroyed.
In addition each captured treasure awards 750 VPs. (as explained later)
Scenario Special Rules
Surprise and Reserves -special rules exactly as in Surprise Encounter (p. 389 brb).
3-way magic
At the start of each of the first players magic phases, roll 2D6 for the winds of magic as normal. This counts as the winds of magic for all the three players magic phases that turn. Ergo, all players are awarded the same number of power/dispel dice at the first players turn, and will not be awarded extra dice at their own turn. This also means that each player must split his dispel dice between the two opposing magic phases.
3-way combats
If units from all three factions get involved in the same close combat, calculate the combat resolution separately for all three players to see which player wins the combat. Any unit in base to base contact with the winning players units will have to take a break test, comparing his CR with the winning players. If it gets more complicated than that, just improvise! ;-)
Treasure!
There are two treasures located on the board, centrally positioned in the intersections between the 6 starting sectors. These treasures are pivotal to the outcome of the game (granting 750 VPs) and the three players must try to grab these treasures and escape with them.
In each of the two intersections between the 6 sectors, place a suitable marker. This marker represents a treasure. Any unit or character can pick up the treasure by moving into contact with it, after which the unit can move no further that turn (no reforms either). The unit will continue to carry the treasure around in following turns, but may voluntarily leave the treasure at the start of any movement phase. If the unit flees for any reason it will also automatically leave the treasure. If the unit gets broken in combat, the treasure is overtaken by the victorious unit.
If a unit (or character) manages to move into contact with a board edge in the owning players own sector whilst carrying the treasure, the unit is removed from play (giving no extra VPs to the other players) and the owning player is awarded 750 VPs for capturing the treasure.
Its too Heavy !!
The treasure is cumbersome and heavy, and only units of sufficient number and strength are able to move it swiftly around. Every unit has an ability to carry equal to their strength value multiplied with their number of remaining wounds. If this number is 50 or more, the unit can move and march with the treasure as it wishes. If the value is between 25 and 50 the unit cannot march with the treasure and if the value is less than 25, the unit cannot move the treasure around, and only guard it.
Examples:
25 saurus warriors have an ability to carry equal to 4x25 (strength x wounds) = 100. They are able to both move and march with the treasure if the unit has 13 or more models remaining (4x13=52), and can still move the treasure around, but not march, if the unit has 7 models left (4x7=28). If there are only 6 or less sauri left, the unit can only guard the treasure but not move it. Characters are calculated separately, so if a scar-vet joins the unit, he will add 10 to the units ability to carry (5x2=10).
In another example a unit of 6 treekin has an ability to carry equal to 5x6x3 = 90. They have 6x3 wounds because each of the six treekin has three wounds. To be able to march with the treasure the unit of treekin needs to have a minimum of 10 wounds remaining in other words 3 unwounded treekin and a fourth sitting on its last wound.
A dark elf war hydra is a unit with multiple strength values - handlers and monster. Only the highest value is used, which means that the hydra has an ability to carry equal to 5x5=25. So unfortunately for the hydra, it only needs to suffer a single wound to lose the ability to move the treasure.
Note: Dwarves are especially resolute and relentless when it comes to treasure, and will always be able to march with the treasure as long as the unit is able to move with it (ability to carry of 25+). In addition, the dwarf unit that carries the treasure has +1 movement.
Thats all from me. Try this game, people. Its a really fun and tactical way to get a good nights WHFB in, when you hit the odd number of players. Me and my friends have played this scenario four times now with different armies, and it has been equally close and enjoyable each time - add to that: VERY, VERY tactical. Especially deployment-wise as you will quickly figure out.
www.solarcamp.dk
- me and my friend's contribution to a greener world.
- me and my friend's contribution to a greener world.