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Me and two friends plan on playing a 1v1v1 battle later this week. We will play the Watchtower scenario, because it seems to fit best in a free-for-all battle!
Since we are inexperienced in playing in this setup, we would like some advice on how to deal with the magic phase. How do you assign dispell dice and how do you determine who dispells or not?
In case you have some further suggestions / tips / tricks regarding rules to play in this setup, I would appreciate the help.
Depends - what armies will there be?
The Silver Knights of Tor Adrac (He): 26/2/4
The Spears of Slaanesh (Woc): 7/2/5
Battlegroup Chalybso (GK): 7/3/3
There are no GW set rules for a 3 way battle (none taht I've been able to find anyway).
I've played a few 3 way games with friends and we have come up with a few house rules that seem to work well.
Magic power/dispel dice - In the magic phase the casting player rolls for power dice as normal. The 'dispellers' roll 3D6 and split the dice evenly. (rolling 2D6 each tends to give far to many dispel dice and kills all magic, splitting 2D6 between each player never seemed to give enough to dispel anything with reliability).
Only one attempt can be made to dispel each spell-cast.
When a spell is cast decide who gets to dispel as follows - If a spell targets a specific enemy unit/model then only the targetted player can attempt to dispel.
If a spell uses a template or similar then the nearest player to the casting wizard get first chance to attempt a dispel, if they do not attempt it then the other 'dispeller' may attempt to.
If a spell is cast on a friendly unit/model then the player with the nearest Wizard gets first chance to dispel.
In other cases the 'dispeller' who has a Wizard closest to the casting Wizard gets first chance to dispel.
I really do like your way of order of dispelling, using the positions of the wizards. What do you do if somebody (or both dispellers) doesn't have a wizard?
'Its better to have a swordmaster and not need her help, then to need her help and not have her'
Byjugo's WIP Thread
There actually is a way to play 3-way battles. It's called the "battle royale".
Page 406 of the big rulebook. There it details the rules to play battles with 3+ players, with a different turn sequence to accomodate more than 2 sides, in which the problem of the magic phase is solved as well. I've played battle royales before (I even have battle reports of it, I'm pretty sure I posted one on librarium-online too.) and it was good fun. The victory conditions for the game were a little different (an objective is placed for every player, and every objective you have at the end of the game is apoint. Every general you kill is worth a point as well. If your general is alive at the end of the battle, that's another point and the one with the most points wins, obviously.), but you could swap out these victory conditions and replace them with the watchtower victory conditions if you want to.
Well thanks for the suggestions. I actually read one of those battle reports and it seemed fun (play in the same GW as you do btw bearded one :p).
My opponents will be Undead and High Elves and myself i have not yet decided on dwarfs or WoC yet. We play 1500 points per army.
I'm gonna look into the battle royal rules from the rulebook and see how that is set up and then decide on either those rules or the 3d6 one suggested by ashen. We will play tomorrow, i'll post how things went.
We played some matches fridays a few months back, i usually play WoC.
Haven't played there recently since was too busy with the working season but will probably be around more.
Anyway we played the scenario thursdays 1v1v1: High Elves vs VC vs Dwarfs (me) - Watchtower scenario.
As for the rules of the match:
Deploy terrain, tower in the middle of the long table, but on about 75% of the short side. We divided the table in 3 pieces and agreed that none could deploy nearer that 20" of the tower (after playing this distance seemed a bit too far for me, but that probably has to do with the dwarf movement )
Roll off at the start; winner could either deploy in the tower or choose one of the three deployment zones. The other two could choose thereafter.
We used the turn sequence in the BRB page 406 with some minor adjustments.
We just decided to roll of every turn, so that the highest roller could start moving, then second highest roller, then 3rd.
As in the BRB. The player who rolled highest for the turn start rolls 2d6 and everybody (out of sight from the others) divides these 2d6 in power / dispell dice.
We would then switch around with casting: player one casts a spell or passed, player 2 casts a spell or passes. If all players after eachother pass; magic phase ends.
Shooting and close combat
Nothing spectacular, shooting again from player with first turn in initiative order. Close combat was one round of combat for all three players.
It was a VC/high elf draw (both touching tower but not in it). We were a bit inexperienced in the setup but it was fun alltogether. Taking dwarfs (with a runelord) made the magic phases overall seem a bit ineffective. Next time i will try with my Warriors, allthough its allways fun to splat sixteen pointy eared swordmasters in one go :-)
Last edited by Exalted; July 9th, 2011 at 21:17.