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 Post subject: Working on a way...
PostPosted: Sat Oct 30, 2010 2:39 pm 
Third Jedi from the Left
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Location: West Bend, Wisconsin
Wondering if this can maybe even out and make 3-way battles a little fairer.

Rules:

Until a team scores at least one round of Gambit, they may not attack, use abilities that cause damage, force activate a character, or forcibly move a character, nor may these kinds of abilities be used on them.

Each squad has 3 rounds to get to gambit.

No "temporary alliances"

Each squad must attack, or use abilities that damage or activate both enemy teams every 2 rounds.

You may not position charaters at the beginning of the game so it obstructs a squad's advancement to gambit.

Setup:Each squad must set up within 6 squares of each corner. If the squad size doesn't fit in the required range, set up as close to the corner as possible. (Of course you may not set up in walls or pits)

Map list: Restricted,Standard.

What do you think?

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 Post subject: Re: Working on a way...
PostPosted: Sun Oct 31, 2010 8:06 am 
Mandalore
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Segastorm wrote:
Until a team scores at least one round of Gambit, they may not attack, use abilities that cause damage, force activate a character, or forcibly move a character, nor may these kinds of abilities be used on them.


This, no matter what type of game your playing, is a bad idea. All this does it force every team to play at least one piece that can either 1) get to gambit on turn 1, or 2) survive long enough to stay in gambit, which might not be the best strategic move.

The others all sound fine, but I really think using this one would be a mistake.

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 Post subject: Re: Working on a way...
PostPosted: Sun Oct 31, 2010 11:18 am 
Third Jedi from the Left
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Okay, what if I take out that rule and make it so that each squad must use an ability that damages, forcibly activates, or forcibly moves at least one person on both of the squads every round except on the first 2 or 3 rounds, depending on the map?

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 Post subject: Re: Working on a way...
PostPosted: Sun Oct 31, 2010 11:48 am 
Big Bad Brad
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I only had 3 guys in my playgroup for the longest time. This is what I found to be the most balanced way to play a 3 way battle, there are also rules for a 4 way:


Emperor:
A game for 3-4 players simultaneously.

Winning Conditions

Emperor: Defeat the secret apprentice and all Jedi Forces

Jedi: Defeat the Emperor, his apprentice, the Apprentice and his secret apprentice.

The Apprentice: Defeat the Emperor and all Jedi Forces.

Bounty Hunters: Assist your hiring faction in their victory conditions. Defeat any betrayed forces.

Squad Construction

Emperor: Select one figure as the Emperor and one figure as his apprentice from the lists attached. Your Emperor determines your faction and all pieces except the apprentice must match that faction. You may fill your remaining 400 points with non-unique figures from your chosen faction.

The Apprentice: Select one figure as the Apprentice and one figure as his secret apprentice from the lists attached. Your Apprentice determines your faction and all pieces except the secret apprentice must match that faction. You may fill your remaining 150 points with non-unique figures from your chosen faction.

Jedi Forces: You have 200 points to build your squads from any one Lightside faction (Old Republic, Republic, Rebel, and New Republic). 115 points of your squad may be any combination of unique Jedi from that faction.

Bounty Hunters: You have 100 points to build your squad comprised of Fringe figures with the Bounty Hunter SA.

Gameplay

In a 4-player game, the Emperor, Apprentice and Jedi Forces players must “hire” the aid of the Bounty Hunter player. They do this by rolling a die, highest wins.

The Emperor always sets up first. He has the entire four square strip on the right side of the Korriban Temple map made by JediCartographer. The Apprentice and the Jedi Forces then roll for set-up choice. The two remaining set-up areas are on the left side of the map; the 4x4 square in the lower left corner or the 4 square strip on the upper left half of the map. The Bounty Hunter sets up with whatever squad “hired” him.

Each round initiative will be determined by highest roll choosing who will go first, play will then travel to the right. Phases follow the standard 1-2 activation rule. No attack may be made by Jedi Forces or the Apprentice against the other in the first round.

Capture Rule: During regular play, Bounty Hunter characters have the ability to “capture” enemy figures. To do this, the character makes a 0 damage attack against an adjacent figure (all modifiers to attack apply) if the attack is successful the figure is captured (save=attack modifier) and the figure then moves along with the Bounty Hunter and can take no actions until the Bounty Hunter is defeated. Each Bounty Hunter may only have one prisoner at a time.

End Game: The game resolves when any one player meets his victory conditions. If the squad backed by the Bounty Hunters wins then it must be determined if the Bounty Hunters betray their hiring faction. If not, the game resolves with both players winning; otherwise, the Bounty Hunters and Betrayed Forces must eliminate the opposing squad to determine winner.
Emperor: Save 6 Apprentice: Save 11 Jedi Forces: Save 16


If you're interested I have the list mentioned above, certain emperor's had abilitis that allow them to break faction rules.

Also you might want to look up the Royal Rumble Format by sthlrd as well.

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 Post subject: Re: Working on a way...
PostPosted: Tue Nov 02, 2010 9:28 am 
General
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At our league, we found this to work:

1. Three players each roll a die to choose starting location.

2. Highest chooses where s/he will set up of the three spots noted in #2. Next highest chooses next. Lowest chooses last.

3. Players set up in a V pattern -- that is upper left corner, upper right corner, and bottom center. Or bottom left, bottom right, and top center depending on how you look at it.
Although we try to discourage setup where two squads have open sight and can immediately start shooting, we don't outlaw that setup either.

4. Players roll for initiative. Winner chooses who goes first and play continues clockwise.

5. Winner is the first player to kill the build points; ie, kill 150 with a 150 point team build.

The setup pattern helps keep it from being a battle of 1-on-1 on one side while the 3rd player moves across the map. One player isn't quite caught in the middle either.

First to kill the build points helps promote getting into battle and prevent turtling until two players are weak and stealing the kills. In fact, the winner isn't often the last one standing if you play until last team standing.


Seems to work real well for us.

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