Homebrew Multiplayer

By kiwidru, in Warhammer 40,000: Conquest

Hello all, first post!

My local FLGS, Asgard Games in Houston Tx, acquired a couple of starter boxes of conquest from GenCon... and me and my buddies love it!

The problem we have run into is we want more people/factions included in our games!

Enter the Dru.

Here are our ad hoc multiplayer rules, for your amusement and review. Everything is played with the normal 2 player rules, with the following exceptions:

1. All the planets are shuffled and used, with 6 being face-up at a time.

This was jsut so that there is a bit more room for deployment with the extra factions, and allows for the game to proceed if the claimed planets has a fairly even split.

2. Planet battle order is determined by:

1. Initiative

2. Total command icons deployed at the beginning of the battle phase

This is a small change to the 'First combat is at the first planet, then move down the system'. Basically the first battle location is always chosen by the player with initiative, the second battle location is chosen by the person with the most command icons, etc.

2. Combat order is set by the following precedence list:

1. Warlord presence.

2. Command icons on planet

3. Initiative

This allows players to alternate their order in the sequence from planet to planet, so that no player gets stuck with the last action in every battle. Once the planet's battle order is determined, you simply use that order until the battle is resolved.

3. Initiative is passed Clockwise at the end of the turn.

Example:

Tau - Initiative, 4 total command icons (2 on 1st, 2 on 3rd), warlord on 2nd planet

Orcs - 3 total command icons (3 on 3rd), warlord on 1st planet

Chaos - 4 command icons (2 on 1st, 2 on 2nd), warlord on 3rd planet

Tau would choose which planet does battle first, in this case he chooses the second planet.
Then chaos would choose which planet battles second, he chooses the 1st planet.
Then the last battle would occur on the third planet.

The battle order on the second planet would be
1st - Tau (Warlord on planet)
2nd - Chaos (More command icons than Orcs)

3rd - Orcs

The battle order on the 1st planet would be
1st - Orcs (Warlord on planet)

2nd - Tau (Initiative breaks command tie)

3rd - Chaos

The battle order on the 3rd planet would be
1st - Chaos (Warlord on planet)

2nd - Orcs (More command icons than Tau)
3rd - Tau

Is it a perfect system? Doubtful.

Does it allow for multiplayer conquest? Yes.

Try it out and give us some feedback!

Seems neat, though a bit complicated.

We will be playing with a simpler ruleset. 2vs2, all 10 planets, 7 revealed, one side needs 4 planet symbols of the same side to win. Play goes from initiative holder (player 1A) to first opponent (player 2A), then to player 1A's teammate (which would be player 1B) followed by the second opponent (player 2B).

Biggest issue with this method as I see it is that you might up having 5 battlezones. How much of a issue that ends up being I won't know until I get some copies of the game =)

It IS a bit complicated on paper, but we've found that its really quite intuitive once you play a few games. You could easily remove the 'pick which planet fights first' aspect and jsut go down the line like the normal rules, but we found that having a bit of say in order of triggering battle-effects of the various planets adds another level of strategy to our games.

Additionally, there is a member of our group that thinks we should reverse the command icon/initiative priority on the combat order... although the rest of use agree that this way rewards command icons more than 'whos turn to kick ass is it?'. If you want to ensure you go first on the turn you have initiative, you jsut send your commander to that planet; then you can choose which planet fights first on AND have the combat priority on the planet of your choice.

Regardless, your rules look very good for team games, whereas our group prefers a more Free-For-All style game.

Edited by kiwidru

I hope someone can figure out a 3 player ruleset, its the only way I can get people to play LCGs.

Mancora, give those a shot and reply back... id love to hear how they translate to a different gaming circle! (and any tweaks yall happen to make!)

I like the rules for both suggested though I would play that initiative token trumps in combat, it just means you have to plan better. I also really like the idea of only having three battles per combat so there is a chance someone could miss out. For the 2v2 multilayer we think it would add strategic value if you could only commit 1 warlord per team(also keeps the battles to three)

We had a fun milti-player game using these rules:

Two players on a side, with each side taking a turn - either player (but only one of them) may play a card, but they must use their own resources to pay any of the costs - no sharing. Initiative is shared by the team.

Victory piles are shared by teammates - same conditions to win. Either three matching symbols or kill a player's warlord. Note that only one warlord needs to be defeated to win.

Teammates may discuss strategy with each other and show their hands to each other.

One one warlord commits. The player not commiting just makes sure her dial isn't set to a number when placing it down.

Each side counts the total number of hammers to determine who wins a planet. Resources can only be collected/cards can only be drawn at a planet by a person who has a unit at the planet. If both teammates have a unit at the planet, the resources may be divided in any way, or not divided at all. You just cannot collect any resources/draw cards if you don't have a unit there.

Players may shield their allies' units.

Each teammate maintains their own individual headquarters area.

If a side cannot come to an agreement when making a decision, then the other team gets to decide.

I'm probably forgetting a few other things. We had a great game that I felt could have been won by either team. It also took about two hours.

Looks pritty funky altough I have to say that the Command presence of many cards is so powerfull I'd rather have the Initiative turn clockwise all the time.

Thanks for sharing though!

Looks pritty funky altough I have to say that the Command presence of many cards is so powerfull I'd rather have the Initiative turn clockwise all the time.

Thanks for sharing though!

But only one player on the team can take an action before the other team takes a turn. In other words, one player from team A takes an action, then a player from team B, and then back to a player from team A and so forth until a side passes. Once a side passes, neither teammate from that side may take an action.

We are handling it just like Blood Bowl Team Manager... only two factions of units can deploy to a planet. Turn over two extra planets to start and play with all 10.

That is it. It makes for really constant battles at the planets and seems to play just as fast.

We are handling it just like Blood Bowl Team Manager... only two factions of units can deploy to a planet. Turn over two extra planets to start and play with all 10.

That is it. It makes for really constant battles at the planets and seems to play just as fast.

A really solid option aswell.

Currently we play with the previously mentioned (dunno if it was in this topic) 10 planets all there. 4 open, 2 face down, once the face down planets are known it's full War-fest. Then again so far it's only been casual and beer.

3 players: free for all
all planets, 6 face-up
To commit a warlord to the sixth put your dial in a no-number position
The order is always by initiative as shown in the standard rules
Planet's victory condition unchanged.
If a warlord is killed that player looses, but the killer doesn't win unless his warlord is the only one in the table.

And that's all. I think no more rules are needed. Total war =)