Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
In multiple player games, where there are more than two sides turn wise, do assaults get resolved on only the players involved turns or on everyones turns.
Player A's orks assault player B's marines.
The assault is tied and the squads stay in close combat.
Now on player C's turn is the combat continued, or held in stasis till player B's turn?
Everyones turns, as it is a constant thing and they dosent stop for anything. I have a question if Players A and B are in cc can player C and or D shoot and if so how do you determin who is hit
Necorn Work In Progress Click Link
Well multiplayer games use house rules as none are written. The house rules I use may not suit you but this it how we do it.
Your assaults are fought only durring your turn. Now this is kind of wierd but if three players are in a combat together whomevers turn it is gets to fight, and everyone he is in contact with can fight him. So if A B and C are playing and it is A's turn he can choose which of his models he wants to fight player B, and which ones to fight player C. Then players B and C can attack back, but they do not get to fight each other--they can only attack player A. So being in assault durring your turn kind of sucks because it is two on one against you, but it seems to work out well for us.
We normally don't allow shooting into combats, but one of us likes to use Necrons and if they can't shoot they might as well not play so sometimes it goes like this. If B and C are fighting and A wants to shoot in with a lot of shots we pretty much divide them in the same ratio of models per army...so 20 shots at 10 Bs and 5 Cs would give about 12 to player B and 6 to player C and the remaining two we would roll based again on the ratio so on a 1-4 it would hit B and on a 5-6 it would hit C. which is how we do it when there is just one shot into a melee...just figure out the closest ratio and roll it out.
Hope they work for you.
He had this issue last night, but I think the answer is pretty simple if you think about it logically. Just because there more than two players doesn't mean that a round is any longer. There isn't any more time for combat to be happening, it just takes longer for all the pieces to be moved.
In a normal game every unit has a chance to attack and counter attack in one round (each player taking their turn once). Obviously you can attack on your turn, and you counter on another's turn.
Hope that helps somewhat.
~ Rape the churches and burn the women!
officially it should still go off of the troops initiative values that are used, but this is the way we do it.
when someone assaults 2 other players who are locked in cc they go first, (they assaulted after all)
this works this way even if they are assaulting units with a higher initiative (theyre still focused on their original opponents) due to the element of surprise.
now once the combat moves to the next player assault phase we then use initiative its the simplist way.
the other way which we did to introduce a complete randomness is, after the initial assault was done as above, and you moved to the next player assault phase, each player would roll for priority and the highest would go first down to the lowest, and would in the next player turn roll again. (this was done to represent one of the 3 / 4 factions gaining the momentry upper hand).
this way was a great laugh but it will only work if all the players agree to use this method rather than the troop initiative values. (you may find that like us, your resident eldar player doesn't favour this method, even with his seer council).
hope this helps
WARMASTER of the SCHOLA PROGENIUM Alnwick Chapter (soon to be the world)
I would think mixed combats would go as follows:
Andrew and Bob are in HtH. Charlie decides to assault the two of them, attacking the center of the combat. Since he is charging, all of his models in that unit get +1 attack, and the combat ensues in initiative order. Charlie should not be allowed to go first, as it would give him an incredible advantage over the other two armies as he already has +1 attack/model against two already weakened units. When picking who hits who, use the normal system where models within 2" of the combat can hit that particular unit, and not the other.
As for shooting, the current rules assume that your models are currently in the close combat, and so you can't shoot due to potential friendly fire. However, in this situation friendly fire is not an issue as you want all of the models dead, and I say use the normal rules. Use Ld for target priority as normal, and monstrous creatures can be picked out. In the normal battlefield outside of combat, the enemy is trying to dodge your shots, and it would be similar to having slower moving but harder to see models in HtH.
*Ordnance and blasts could also be fun.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
According to the normal rules if his initiative was higher then he would go first anyway.
But i believe he is asking about the subsequent turns how would the combat be fought.
as for the shooting we say no otherwise no-one would enter into combat especially if one player had any ordenance templates kicking around.
or would only enter combat if they were guarenteed to massacre their opponent in the first round, which isn't always possible even with the st 7 14 a carnefix, you could roll a load of 1+2s to hit and then 1s to wound.
WARMASTER of the SCHOLA PROGENIUM Alnwick Chapter (soon to be the world)
always use equal number of players or teams-2 being the best. 2 players, 3 players 2vs1, 4 players 2vs2 or 3vs1, 5 players....
that way you still us, and them turns, and it all goes hunky dorry.
As to the 3 way games, you have to use house rules. either allow shooting into cc and randomize hits (4+ hit this squad 1-3 that squad) or ratio it based on number of models in the units. CC every round, as it would keep the advantages down to a bare minimum.
I don't like the idea of charger gets first attack advantage, as it plays to the defensive player. Sit back, let them all lock up, then charge in and kill the rest. Would rather get it done with, either they break and unit moves on, or not, fight as normal. But if it works for you and everyone agrees, play by it.
Just talk it out before hand, but still, my suggestion is no 3 ways, always 2 ways. It prevents someone from being pilled up on (like watching tyranids suffer tau and SM shooting for 2 rounds before the two shooty armies decide to duke it out themselves.
as everyone said, the system isn't really designed for more than 2 sides. no rules exist so you're going to have to make your own.
my suggestions are:
on the shooting into combat: i wouldn't allow it because it unbalances the game for assault armies, and you'd have to introduce all sorts of new rules to compensate.
on the combat continuing for player c's assaultphase: i'd say only if he's involved. as said above the game is designed for 2 rounds of assault per game turn any more will be slanting it in favour of assault armies and won't let you redeploy in time or use any tactics that you'd usually use against cc armies.