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Mega-Battle Rule set, looking for opinions

original thread ↗

So, I'm looking to run a mega-battle between with two team of three players a side.  Here are my initial rules.  Let me know what you folks think, and if they're clear or not.

Teams
Three players per team, 2500 per player.  The player on a team with the most fortitude in their army will be designated the team's Grand General, and will count as a Trusted Ally to the other team members.  The other players on the team (the Lieutenants) may not benefit from each other's Inspiring Presence, BSBs, or be affected by each other's magic.

Set-Up
The game will be played on a 12x4 area with a Battle Lines deployment type.  Terrain will be set up by one team, with the other team picking which side to deploy on.  The Grand Generals will assign one Lieutenant to each half of their deployment zone.  All Lieutenants will set up in a blind deployment.  After all Lieutenants have deployed, the blinders will be removed and the Grand Generals will proceed to do a normal deployment across the entire length of their deployment zone; first Grand General to finish deploying gets +1 to go first.

Magic
Each Lieutenant will roll 2d6 for the winds of magic, with their opponent Lieutenant receiving dispel dice equal to the highest dice rolled.  The Grand General will receive the highest dice rolled by each Lieutenant, with the opposing Grand General receiving the highest for dispel dice.

Example: Lieutenant A rolls a 3 and a 4, and Lieutenant B rolls a 5 and 6.  Their Grand General receives a 4 and 6 for power dice.  Lieutenant Anti-A receives 4 dispel dice, Lieutenant Anti-B receives 6 dispel dice, and Evil Grand General receives 6 dispel dice.

Grand Generals may attempt a dispel against any spell, but Lieutenants may only dispel spells cast in their table half unless they have broken the fortitude of the enemy army in their half.

Fortitude
Breaking a Lieutenant's fortitude is worth a bonus 200 VP.  Breaking the Grand General's fortitude is worth a bonus 400 VP.
ET Army lists and 50% lords and Heroes will be allowed, but ETK magic won't be used.
Rules look solid, although I would strongly recommend having a third party (mc) to keep things on track.
Most recent result: Victory, 8000 points Ogres vs 8000 points Dwarfs
W | D | L
39 | 3 | 33

Age of Sigmar:
W | D | L
1   | 0 | 0

Models stuffed down giant's trousers: 3 dwarf warriors
Fortitude: as in Blood and Glory?
They call me MR. Cthulhu! AAAAAHHHHHHH!
Not sure you need a 6 foot wide table. I've played several mega battles on 4 foot tables and didn't feel cramped, just don't plan on any grand outflanking maneuvers as space gets cramped with three players on 12 feet of board. Also having the general's forces scattered about across the table means he will be in the way of everyone else. It works well enough if he gets his own section although I see why you have it like it is, so he can respond to faults in his lieutenants deployment. I think the scattered deployment will just add complication though.
theviking's gnoblog - http://www.ogrestronghold.com/forum/index.php?topic=29176.0
It's in response to the blind deployment.  Everyone agreed that the blind deployment was fun and different, but in one game we had a team set up a super-denied flank which resulted in a player basically out of the game.

Besides, not every army fills a deployment zone.  2.5k can be quite compact.  Plus it'll be up to the General and his Lieutenants to discussion their deployments.

And yes, fortitude as measured from blood and glory.  But Breaking fortitude doesn't end the game, it just earns you extra points.

And that's a typo, it's supposed to be two standard tables, so 12x4
Your rules look pretty solid, OP.

My gaming group does a mega game every year with six people per side using about 6,000 points each. For what use it can be I've posted below the house rules we use:

Board size: We work on having 4ft wide deployment zone each (still 12" deep and the board being 4ft across). If units are hanging off the back edge that's fine but the idea is to create two or three battle lines for that immense army feel.

The Marshal: On each team we have everyone's general fight a duel before deployment with the winner being that team's Marshal. The Marshal has an inspiring presence of 18" (24" if monstrous) and gains an extra +1 combat res to any combats they're involved in.

Deployment: Deployment zones are randomised between players. Once deployment zones are assigned the marshal can swap two adjacent players around in secret. Deployment is then simultaneous and secret from the opposing team. Every player must deploy at least 67% of their points, including general and BSB, in their zone. Everything else can be moved elsewhere if preferred.

Magic: We have the marshal roll 3d6 for power dice. Everyone on that team gets the result (eg 1, 3 and 6 means everyone gets 10 power dice). The opposing team gets the highest and lowest dice (eg 7 dispel dice each in the example above). Finally spells and other events that affect the entire battle field are instead given a 72" radius of effect. For Daemons this means their winds of magic effect is centred on their BSB (or general if BSB dies, most expensive unit thereafter). If you want a wizard to dispel an effect then he needs to be with 72" of the target.
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