Sirius ZA |
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| We tried the multiplayer sequence described above in a game last night, with one just the one difference... after a player had declared an action, either of the opponents could declare an reaction, and thereafter the friendly player, and then the remaining opposing player.
It worked well enough, and the feedback from players (2 who had played before and 2 who hadnt, and myself as umpire and declarer of random events) was positive.
Of course, it takes away some of the subtleties of counter reaction options in the game, so limits tactical options a bit, but the game flowed well enough. With 15-16 models per side, each divided into 2 reduced strength squads, the game took just over 2 hours, and would have been over earlier had we not allowed one of the new players, whose squad was first to break, to return to the table in the next turn as "reinforcements". And we paused for rule explanations here and there...
If anything, the brittleness of the squads was the biggest headache - with only 7-8 models per player I set the breakpoints at 3, so if the opponents concentrated on cracking a single squad, they could get a player out the game very quickly. Next time I will use a team breakpoint, rather than a breakpoint per player.
Edited by Sirius ZA - 12/10/2012, 09:28
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