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Larger Games; How do you scale up the game?
Topic Started: 31st August 2011 - 04:00 PM (271 Views)
RedPlague
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Chieftain
HI,

Next month I have a big ~30k game,

5v5 at ~5k each

The issue we are currently discussing is how to scale up (and down) the game

Our main issue is with magic.

The rule book states that the 2d6 powerdice (and d6 dispel) are per side and not per army.

Our first thought is to roll once and then each army gains this amount of power/dispel dice.

We also treat each armies magic phase as seperate so that any miscasts that end the magic phase will only effect that one army.

However items that effect the 'battlefield' are something we can't agree on...

At first we thought of limiting these to all units within 72" of the caster/item

And now we are talking about limiting this to 3 armies (3 random or players choice)

Was just wondering if anyone out there has played something like this and what system they used?
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The_Reckoning
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Stormvermin
I'd say a 6D6 PD and the highest 3 in dispel dice.



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Artfactial
Clanrat
My biggest this far has been 2vs2 4k...magic already was being sapped at that point.
30k sounds unbelievable...
If you haven't seen it yet, check out The Gifts of Morrslieb organized by VaulCS, a 15k battle.
I renouncement it to anyone.
http://www.youtube.com/watch?v=lAZhCnTUJv0
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Firby
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Chieftain
Out of curiosity.....

In games this big (10,000 pts. or more), how would you field your slave/clanrat/stormvermin units? Would you simply have a gazillion units of 30/40? Or would every single unit be huge, like, 100-200 models each? Would ALL of your units be hordes. Would you have a hundred standard rat darts, or a few rat darts with 30 or so rats in it?

I would love to play a game of this size one day, but im unsure how most people would field their armies. Many standard sized units, or a few HUGE units?
I wish Morgan Freeman narrated my life.
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WillQueek
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Got Nerfed
DUDE! DON'T LIE!

5 vs. 5 with each 5K points= 50K

I would say this:

Movent phase- As normal, each player moves his own units ect......
Magic Phase- Roll 8 D6's highest 4 go to dispel dice, share the dice ecual, If there's a dwarf player in the team, he may donate his dice to anyone, you may donate dice to each other ect.
Shooting- From left to rigth, unless otherwise wanted
Combat- Also from left to rigth, unless otherwise wanted

FOR THE GLORY OF THE HORNED RAT OF COURSE!

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Flem
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A blood curling cough a day, keeps the assassins away

8power dice sounds a bit much, i'd go with 6 like The_reckoning mentioned.
Since you'd be a combined force the possibility exists that not every one will have Wizards with them (or maybe a single lvl 2 with some kick ass arcane item).
I'd use dispell scroll as one for each side and not one for each army.

Flem,
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mrtn
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Swashbuckler
I can't even finish a 3k game, don't know what I'd do with anything larger...
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Ferf


How we do magic in our store for larger team games is fairly simple. Last time we played was a 5k per side game with one side having 5 armies and the other having 4. 6d6 power dice like was suggested with dispel getting the highest three. However the dice pool gets split evenly among the armies. (The dispel pool does not.) This way if I fail to cast skitter leap and have 5 dice left I can't just pass it off to someone else and be like here, have 11 power dice. You live by the magic you die by the magic. We also let battlefield wide abilities stay that way. Between dispel across and dispelling you have enough access to stop those things from hurting. Sometimes you can't but that is what happens in a game which involves dice.
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IronShark
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Warlord
Last time I did a huge game, we just brought in 7th Ed Magic rules, kept the rest 8th Ed. 7th Ed magic scales up just fine.

Alternately, if it's 5 v 5, I'd say each player gets a random 'opponent' for that magic phase; each pair generates power/dispel as normal, and only that opponent can dispel your spells.
No battle plan survives contact with Clan Skryre.
-Lord Pox
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