14 Jan 2015
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.
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.