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Old 11-09-2006, 01:03 AM   #1
Xartloz
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Default 4-6 Players scenario (for fun)

I have played this scenario (game setup) quite some times now, and find it a very challenging and fun scenario to play. So have decided to share it with those of you who would want to try it out.

Disclaimer: My english suck as I am dane, just be happy you dont need to hear me speak it. I apologise for any misspelling beforehand.

Armies: Each player builds an army on the agreed amount of points. the 15 units pr. 100p does apply in this setup.

Map setup: If you use the premaid maps the entire mapsetup is made out of 9 maps in a square. Otherwise just us a map big enough to handle 4-6 players.

Deployment zones: Best and most fair way place deployment zones to all armies is from my experiense in a W formation. (dont have a map or the tools to illustrate much better). Each deployment zone is 4x6 hexes big (4 from map edge).
W fomation on map from right to left like this:
X.........X.........X
.....X.........X.........X

X= Deployment zone

Deployment: Each player rolls 2 dices. Highest one is first to choose deployment zone and setup his/her army. Then next highest choose and so on. Highest roll can also decide to be last, rest have to follow the dice rolls.
Each player also have an objective of thier own that they place within thier own deployment zone.

Objective: The objective of the game is to take and hold 3 objectives in total. It can be your own objective and 2 of the other players objectives, or it can be 3 of the other players objective. Doesnt matter as long as you are the first/only one to control 3 objectives. In order to shorten the lenght of a setup like this you can decide to use the 7-10 turns system and just count points in the end if no player control 3 objectives.

Diplomacy: In love and war, all tricks are legal. You can form alliances as much as you want (or break them), but you cant team up on the objectives. there can be the only one player to control 3 objectives.

Set V possible add: Once set V comes out there have been some talk about using the command units from set V as indestructable objectives. ie. each player choose a command unit out of the 3 to use as his/her objective and gains the benefits from this command unit as long as the player controls the objective.

Dont think I have missed anything.

Let me know what you think of this scenario if you decide to try it out btw.
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Old 11-09-2006, 02:17 AM   #2
Xartloz
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Just realised that this thread is postet the wrong place. Could a mod. please move it to the correct board?

Thanks
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Old 11-09-2006, 04:19 AM   #3
Sherman_buster
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Thumbs up Excellent idea

Quote:
Originally Posted by Xartloz
I have played this scenario (game setup) quite some times now, and find it a very challenging and fun scenario to play. So have decided to share it with those of you who would want to try it out.

Disclaimer: My english suck as I am dane, just be happy you dont need to hear me speak it. I apologise for any misspelling beforehand.

Armies: Each player builds an army on the agreed amount of points. the 15 units pr. 100p does apply in this setup.

Map setup: If you use the premaid maps the entire mapsetup is made out of 9 maps in a square. Otherwise just us a map big enough to handle 4-6 players.

Deployment zones: Best and most fair way place deployment zones to all armies is from my experiense in a W formation. (dont have a map or the tools to illustrate much better). Each deployment zone is 4x6 hexes big (4 from map edge).
W fomation on map from right to left like this:
X.........X.........X
.....X.........X.........X

X= Deployment zone

Deployment: Each player rolls 2 dices. Highest one is first to choose deployment zone and setup his/her army. Then next highest choose and so on. Highest roll can also decide to be last, rest have to follow the dice rolls.
Each player also have an objective of thier own that they place within thier own deployment zone.

Objective: The objective of the game is to take and hold 3 objectives in total. It can be your own objective and 2 of the other players objectives, or it can be 3 of the other players objective. Doesnt matter as long as you are the first/only one to control 3 objectives. In order to shorten the lenght of a setup like this you can decide to use the 7-10 turns system and just count points in the end if no player control 3 objectives.

Diplomacy: In love and war, all tricks are legal. You can form alliances as much as you want (or break them), but you cant team up on the objectives. there can be the only one player to control 3 objectives.

Set V possible add: Once set V comes out there have been some talk about using the command units from set V as indestructable objectives. ie. each player choose a command unit out of the 3 to use as his/her objective and gains the benefits from this command unit as long as the player controls the objective.

Dont think I have missed anything.

Let me know what you think of this scenario if you decide to try it out btw.

That's a great idea! I would do it that way tho: the type of objective is predetermined/randomly chosen (multiple objectives are great, and even better with this) and the players not only fight over the objective to win, but also to gain the benfits of the depot unit.
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Old 11-09-2006, 06:28 AM   #4
Xartloz
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Quote:
Originally Posted by Sherman_buster
That's a great idea! I would do it that way tho: the type of objective is predetermined/randomly chosen (multiple objectives are great, and even better with this) and the players not only fight over the objective to win, but also to gain the benfits of the depot unit.
in a 2 player game the depot should be random I agree I dunno if it should in a 4-6 player scenario that I have described above. Would suck to be German, have one of the only Intiative +3 commanders and get a HQ instead of a Fuel Depot imho. And in a 4-6 player scenario like the one above, my experiense is that you need as many benefits as possible
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