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I keep trying to play 3 or 4 way battles but I find it too difficult.
For example, victory points. How do you work them out when there are 3 people?
Also, where would you deploy the 3 armies on a 6x4 table? 2 at the corners then one on the opposite centre?
When we play three way battles two team up against one. If the two guys get 1,000 pt armies the one guy gets a 2,000 pt army. If you play 4 then just make two teams.
My blast template of S10 AP2 will toast all terminators.
But I prefer free for alls, you know?
Yes but the odds of a situation like that happening is unlikely, if its Chaos, Marines and Necrons the Chaos and Marines will ally atleast until the main Necron threat is taken care of. The Tau, Orks and Nids the Tau and Ork will always stand together, heck the Tau will likely help evacuate some Orks. Witchhunters, Guard and Eldar fight the Guard know if they dont side with the WH they can kiss their world goodbye.
You get victory points for all the units you kill, so keep track of who killed what etc. you can use the old fashioned victory points for each model way of keeping score instead. This way you can split up points exactly in proportion of what you kill.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
the easiest way to do a 3 way is to have 3 equal sized armies then split them down the middle points wise and detachment A will fight the army on your left and detachment B will fight the army on your right.
the only time dets A/B can target the other detachment's opponent is when there is NO visible unit of any kind from their enemy detachment.
when playing a 4 way its done in the same manner with the exception that both of your detachments can fire at the player diagonaly opposite you, even if they have units from the other players that they could engage.
this means that in effect you have 2 games at the same time with a 3 way and potentially 3 games in a 4 way and deals with the isssue of who fights who.
before we go to combat we decided that ALL combats will be treated in the same way, ie will block line of sight and you cant shoot into them etc (with the exceptions noted in the rulebook for scattering ordanance templates) even if it is 2 of your opposing players involved in it, as we found that combats became a rare thing unless you were guarenteed to massacre your opponent in 1 round of the combat.
again you may only assault units that fit within your normal target detachment, unless none are reachable then it's up to the owning player (unless they shot at a unit first as per the normal rules) note if you decide to do this you measure the distance to the 2 units and if the unit that is in your original target detachment is closer then you MUST assault this (even if it's a vehicle) of course you don't have to declare a assault if you do not wish to, in which case you CAN'T be forced to assault
when we get into multiple player combats we play;
1 on 1 as per normal rules
1 on 2/3 (ie a combat that has already begun between 2 other players) the person who assaults this goes first (this represents the element of surprise and the other 2 units being so focused on their current opponents, and unsure of who's side the others are on).
there are 2 ways to do this the first is the 'proper way' ie initiative values.
but we felt that this in a 3/4 way combat didn't represent the reality of the situation.
so this is the way we do it.
each PLAYER assault phase where there is a multiple player combat taking place we dice for priority, the highest goes first and so on (with dice offs for ties).
this represents one faction gaining a momentry upper hand due to positioning, or ferocity of their fighters, or blind luck.
this really does generate some weird combats where scarab swarms have gone before genestealers. but generally everyone has a great laugh during this, (note the normal rules for coherency are ignored in combats of this nature, but when the survivors reform they reform up on the squad leader assuming he has survived if not the closest model to YOUR deployment zone).
this type of combat is to the death all units involved in it are considered fearless, until only 2 players are left involved then the normal combat rules take precedence once again, ie initiative, ld, morale checks, outnumbering.
walkers involved in this combat won't take glancing hits for outnumbering due to the very nature of this combat and the number of combatants involved but ANY MODELS in their rear arc (useing the normal vehicle arcs template as shown in the rule book) MAY assault at their rear armour value0
the dice off for characters is done SEPERATELY from the normal units. (again we found that this works best) and normaly we try to get them in at each other, this represents these heroic individuals seeking each other out, but sometimes they don't always survive the initial combat with the normal blokies to get here,
hope this helps
Last edited by Decado; December 11th, 2005 at 22:06.
WARMASTER of the SCHOLA PROGENIUM Alnwick Chapter (soon to be the world)
Me and my friends dont use victory points, we just play, "play till there is nothing left of your opponants." It takes quite alot of turns but its more fun that trying to sort out all the victory points.
My Arena Champions: Kharn'eth The Bloodcleaver and Gorzag Iron Jaw
usually, when the group i'm in does 3 way battles it's 2v1....
tho... it strikes me that if you took a note from Battletech you could ease the "everyone blasts the last guy to go so he's off the table in 1" problem...
add markers to the game...
everyone moves one unit at a time (taking turns, move 1 unit, mark it...)
then everyone takes turns doing 1 unit's shooting...
tho.... mordheim just does everyone takes turns as normal for multi player and it works just fine (tho you might look at how they mod the objectives to compensate for multi players...)
Pictures of the Smigs Army for your amusement....
Eagles may soar, but weasels don't get sucked into jet engines.
"Crush your enemies, see them driven before you, and hear the lamentations of their women"
"JESUS SAVES! the rest of your models each take a wound."
Me and my friends set up the scenery for a 3-way so that the player in the middle is decently protected (deployments and up making a triangle drawing a line from one army to the next) from both opposing players, and the two players deploying on the sides have a decently open shot at each other. This is to keep them from firing at the closest (middle-most) player.
I got one for you: Space Marines, Orks, and Tyranid. Tyranid aren't going to ally with anyone. Space Marines almost definitely would not stand next to the Orks, with the whole xeno-phobia and all. There are extreme circumstances where they might, but the moment the Tyranids were stopped the Orks would be getting pummelled with bolter fire. On that note, the Orks may be savage, but they aren't completely dumb, and would probably realise that they'll have to fight the Space Marines after the Tyranid are dead anyway, and would probably try to find some way to worm themselves out of the battle before the Tyranids were finished.Originally Posted by Osaria