Wednesday, 29 February 2012

Campaign reboot - and then there were 3

The "First Contact" battle that was posted was meant to be the first battle in a new Dwarves vs Beastmen Songs Of Blades and Heroes campaign. But a mutual friend, Paul, had expressed an interest in the playing the game, so was invited in. As we only meet every fortnight this did leave us the quandary of how to play a campaign with 3 players, but we've decided to have a go at running a series of 3 way battles and see how it gets on. We are social gamers after all!

Now some of the scenarios in the "Songs of Deeds and Glory" campaign are not compatible with a multiplayer battle, so I've been looking at adapting or changing them so that we still have a random table to roll on. Still using the table from Songs of Deeds and Glory I've made a few alterations (in red):

Scenario Table (Roll Two Dice)
Dice RollScenario Played 
2Ambush - Presplit each force into 2 groups, each group must be at least a third of the warband points total. Instead of 2 counters per figure just have 3 counters per side. One Dummy, Two real. As per Ambush instructions. Player gets to choose which warband segment is revealed if it is not the dummy 
3Treasure Hunt 
4Place of Power 
5On Difficult Ground 
6Seize the flag. Each warband has a home base with a "flag". First warband to seize and carry anothers flag off their table edge wins. Mounted figures can't carry flags. Flag carriers fight as per standard bearers. 
7Burn Them Out. - Still to be finalised
8Assassination - All figures are numbered. Each player randomly selects (and secretly notes) one figure in each opposing warband. Winner is the player who has killed the most of their appointed secret targets. In a tie, point victory point per 20pts killed forces. If an opposition force kills your target - tough! - you can't claim for it. 
9Seize the High Ground
10Accidental Meeting - Set up a per ambush, except that players don't know which counters represent which force. Players can position counters as per rulebook scenario. In 3 player each player can position one of their own and one from each of the other two forces. Must be more than long from another counter. Pre-split the forces with one force being as close as possible to a third of the warband size. WHen counter activates roll a die. 1 or 2, false alarm; 3 or 4 smaller group; 5 or 6 larger group 
11Take the Land 
12Holdout : organise armies as per rules. 3 VP for routing/killing an initial force before reinforcements arrive. Otherwise 1VP per 20pts 

No comments:

Post a Comment