Easy multiplayer solutions.

By Phaedros, in Warhammer 40,000: Conquest

So I figure multiplayer format is actually intuitive and already figured in.

Essentially, I think the easiest solution is a clockwise rotation of priority, starting with the initiative player of course, simple enough right? Repeat the clockwise process with everything and it works.

For teams, do an A, B, A, B setup and utilize clockwise rotation for priority, again starting with the initiative player.

For combat repeat clockwise rotation with whoever has or has gained the initiative at the planet. For teams, whoever has or has gained initiative will start the rotation.

Thoughts?

Edit:

As for teams, the harder question is whether teams are seated together or opposite. For seating together, disregard clockwise rotation, instead substitute it with opposite alternation, Player A1 will act then B1 at the opposite corner, then A2 and likewise B2 sitting his opposite. (Opposite is read mirrored.)

Edited by Phaedros

I like the team match up. I haven't done it but I've thought about it. The real question I've been contemplating is this:

What to do with the planet cards in multiplayer?

Do you use all 10 cards, revealing the first 7? First team to 4 symbols?

Also - what about bloodied warlords? I feel like it'd be easy to gang up on an enemy warlord when you've got two armies coming after him. One solution is that whenever a bloodied warlord has as much damage on him as he has hit points, he is exhausted and returned to HQ. From then on out he could remove 1 or 2 damage from him during HQ phase.

What are your thoughts on that?

Yeah that is rather tricky, because Warlord death can emerge as the primary win condition and that is just no bueno.

Your idea is interesting and could potentially work, however another thing to keep in mind is the Warlord retreat rule, though if everyone shows up at the first planet it could be very easy for a team to focus down a Warlord if they have the initiative.

An idea is that both Warlords must be killed to Win (a more obvious idea, lol) and that once a Warlord is eliminated, any units from that player's HQ will commit with his teammate's Warlord.

Furthermore, planet array could remain the same or be modified, with win condition depending on choice, for an extended game with collect 4-5 of the same, perhaps an array of 9 with 6 revealed and burn 1?

Edited by Phaedros

Any ideas for 3 player games?

Honestly for 3 player I'd say keep things about standard, maybe a 6th planet in the flop and 8 in the array. As I said, clockwise rotation for priority would work. :)

yeah,

...What to do with the planet cards in multiplayer?

Do you use all 10 cards, revealing the first 7? First team to 4 symbols?...

Honestly for 3 player I'd say keep things about standard, maybe a 6th planet in the flop and 8 in the array...

This won't work with the dials.. they only go up to 5
unless each player sets two dials and adds them together.
setting first dial to 5 and the second to 1 for planet 6.

The problem being how to go to planet 1? setting the second dial between numbers?


Panic..

at the end of the day there is nothing magical about the dials... they are simply an abstract representation of simultaneous assignment of warlords to planets... writing it on paper (or setting a d6 like we do) would be just as good in practice.

yeah,

...What to do with the planet cards in multiplayer?

Do you use all 10 cards, revealing the first 7? First team to 4 symbols?...

Honestly for 3 player I'd say keep things about standard, maybe a 6th planet in the flop and 8 in the array...

This won't work with the dials.. they only go up to 5

unless each player sets two dials and adds them together.

setting first dial to 5 and the second to 1 for planet 6.

The problem being how to go to planet 1? setting the second dial between numbers?

Panic..

If it was me (and assuming 3 Core sets, obviously), I'd probably just go down the route of having 3x of each planet, we'll just call them "continents" for the moment - when a team controls 2 of the continents they win the planet and can add ir's victory score once to their display - all other duplicates of that planet are returned to the box.

That massively opens up the battlefronts for multiplayer without having to increase the number of planets. Good luck owning a banquet table large enough to have it all laid out of course.

edit - Added benefit of preventing a Warlord from just getting Hulk Smashed on a planet. Not quite sure how you'd decide which continent your Warlord was going to, of course. Perhaps we're just back to two dials - but that's a simple problem to overcome. Perhaps the Warlord deploys to the Continent he WANTS to deploy to?

Edited by Ersatz Nihilist

True I forgot the command dial only goes to 5, so if utilizing the command dial we're stuck at 5, though utilizing a d6 does fix that.

How about this small concession:

Battle Action Window

Players (starting with Initiative player) may choose to retreat Warlord

Ranged skirmish step

Edited by Phaedros

yeah,
Another way to use dials.
Planets are layed out as normal...

Group one - planets 1 2 3 4 5
Group two - planet 6 7 8 9 10

First dial selects a group 1 or 2 and the second dial picks planet 1-5 from the group.

Panic...