Along with our contest, we are looking at implementing 6 player gameplay. I wanted to expand on this topic as I respect the opinion of serious TOI players who have much more experience with the game function than me.
Here’s the rundown of the setup, and how I imagine it would work. ANY suggestions would be helpful and I am very flexible so you’ll have to answer your own questions.
Goals of this thread:
1) Have 6 players in a game with 3 per team.
2) All have something to do other than just stand there.
3) Discover pro’s and con’s of each theorized setup based upon other players game experience.
Keep in mind that this game scenario is a double blind or “Back to back” game setup. There are two exact copies of the game where each team cannot see the other team’s setup. Only spotted units will be revealed and opponent’s locations will be placed/moved by the referee.
Setup one:
-3 players per team.
-All players physically on their respective side of the table.
-One team player with most TOI experience is the Corps commander and the other two, division commanders.
-Corps Commander operates all command points and strategy cards. He plays 6 per turn as per normal 4 player rules as he see's fit.
-Division commanders may build and arm squads, move and control squads as normal making best use of cards being played by the Corp Commander.
-Corps Commander gives orders to the division commanders and implements his overall strategy.
Goals:
-Streamline gameplay and make it faster with 6 players.
-The commander helps with specifics of gameplay since he has more experience.
Setup two
-3 players per team.
-One team player with most TOI experience is the Corps commander and the other two, division commanders.
-Corps Commander operates all command points and strategy cards. He plays 6 per turn as per normal 4 player rules.
-Division commanders (2 per team) on their respective sides of the board.
-Corps Commander updates division commanders movement on the enemy board and makes the spotted or non-spotted decisions as approved by the referee. He may then give the appropriate commanders cards from his deck for them to use as they see fit.
-There will be no communication from the corps commander to the division commanders in regards to enemy unit’s locations.
-Division commanders may build and arm squads, move and control squads as normal making best use of cards being played by the Corp Commander.
Goals:
-Relive pressure in the ref
-Make the corps commander’s strategy more important with exact knowledge of the enemies location, but limits him from revealing positions.
Any other ideas are welcome! Thanks!