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Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 4:07 pm
by Adunaphel
Hello all,
I am looking for a good 3 player scenerio for Warhammer 40K. I can't seem to find a good one on the net (could be that I have NO search-fu skillz).
Anybody got any ideas?
I need something by tomorrow night.
Thanks Bartertown.
Karl
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 4:18 pm
by porkuslime
Adunaphel wrote:Hello all,
I am looking for a good 3 player scenerio for Warhammer 40K. I can't seem to find a good one on the net (could be that I have NO search-fu skillz).
Anybody got any ideas?
I need something by tomorrow night.
Thanks Bartertown.
Karl
I assume the whole give Guy A the combined points as the other 2 players.... not gonna work?
Are all point values equal?
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 4:24 pm
by Adunaphel
Yeah, we are trying for an even 3 player scenerio. It's a small game (600 points) and we just want something simple but workable. Corners I don't think will work because it is such a dissadvantage for the player "in between".
We are inviting a new player in and he wanted to play an even, small three player game...
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 4:40 pm
by porkuslime
so.. play corners.. and YOU take the central area. New player should have such an advantage, in my opinion.
No suggesting you "play stupid" or anything, but maybe place yourself at a disadvantage would make a better game for him?
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 5:15 pm
by Adunaphel
Yeah, although it's my wife who is now the ultra competitive one...
I am trying to think of another way of divying up the board. I thought there was a scenario with one player in the middle of the board, but that just seems unfair to that player.
I haven't found anything online, so it will either have to be something I make up or corners with one of us in the "middle corner".
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 6:32 pm
by MagickalMemories
I ran into this problem once before. We put our heads together and came up with an excellent solution.
Now, granted, this was 4th ed., and we were playing 500 point armies... but it should still work for you.
There was 1 objective on a 4x4 table, and it was a building in the exact center of a ruined city. The player with the most points value of models within 6" of the CENTER POINT of the building/table at the end of the game won (you might want to adjust "points" to be "units").
Everyone rolls a die. High roll gets to go first.
Take turns rolling 4d6 (you could roll MORE d6's, but I STRONGLY suggest against LESS) and a scatter die. That is how far the unit scatters from the objective (measure from dead center of the table).
The unit you nominated has one model placed on the spot that the dice roll indicated, then the rest surround him, as deep strike would. If your scatter would place you within 1" of an enemy unit, reroll the SCATTER die. Then, the next person does this with one of their units.
Continue this process until everyone has their models placed.
We said no deep striking was allowed (1- for ease of game play and 2- for fluff reasons [see scenario])
As we were using 4e rules, our nominated units came in the order as specified in the 4e deployment rules. I suggest that you pre-arrange some specified order for units (either by deciding before hand or by unit type) to avoid "gaming" the set up.
Once all units are placed, roll for first turn and proceed. We chose "clockwise" order before rolling for 1st turn, but you could decide to do it in the order of highest to lowest on the die roll. Whatever suits you.
We were playing "Cityfight," and I do suggest a CoD board for increased cover saves [see scenario], but anything will work, as long as you have a definite terrain piece in the center of the table.
The scenario is as follows:
Multiple opposing forces are undertaking missions in the city. There is a strategic point where (X) is located. The idea is to retrieve (x) before your enemy.
On the evening in particular, all 3 forces decided to undertake covert operations under the cover a foggy, moonless night. None of them was aware that their enemies had the same idea. Visibility is nil, and the unexpected night-time atmospheric conditions of this particular planet have obscured all of your army's sensory technology. In essence, you're "flying blind."
As dawn breaks, and the fog clears, the forces find themselves, surprisingly, face to face with their enemies.
This scenario *IS* a potential bloodbath.
You're looking at the potential for a lot of units to be within rapid fire range of each other, as well as charges, on the first turn.
This might not be the best time to try out that (hypothetical) new Tau army you just built, or a footslogging IG horde. LOL
Another alternative we discussed was to have each army with a building/ruin as a "forward base." The bases would've been arranged in a triangle formation, each the same distance away form the other 2 (probably on or near a board edge). You would still have that central objective, as above. Units scatter from their base, instead of from the objective (you may need to adjust how many d6 you roll - We didn't puzzle that part out, since we didn't use it). We also discussed what might happen if a unit scattered off the table. Rerolling the scatter, scattering 180 degrees opposite the arrow, placing the unit on the board edge and requiring that unit to come in via reserves were all thrown in as possibilities. I think the Dawn of War scenario's "move in on Turn 1" specification would work nicely in that instance, as well.
Just something I tried before and something else that was discussed. We had a blast with it.
I hope one of them works for you, or inspires you to create something unique.
Please, update us and let us know what you decide to do (and how it works out).
Eric
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 6:54 pm
by JohnHwangBT
How about this:
4x6 board (lengthwise)
2 Attackers
1 Defender
Defender places all terrain
Defender places 3 Objectives, at least 12" apart
Defender's DZ is the middle third of the board; if falling back, he will fall back towards the nearest long board edge.
Defender places any of his forces in the middle third; the remainder will be in Reserves
Attackers flip a coin to determine which short edge they enter from.
Attackers divide their forces into 3 portions (minimum 1 unit each), roll a d3 to see which portion moves onto the board on turn 1; the rest of their forces are in Reserves.
Attacker has the first turn.
Winner controls the most Objectives
The Defender is outnumbered 2:1, but has the advantages of objectives, terrain and deployment. Attackers come in piecemeal, and need to advance on Objectives to win. I think it's a tough scenario for everybody.
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 7:25 pm
by Adunaphel
Thanks guys!!!
I like both of those so far.
I will have to see what the other two have to say about them...
Anybody else? I have about 26 hours to come up with something.
Karl
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 8:03 pm
by MEDEVL
Let your son play and then you have 4...

Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 8:22 pm
by Adunaphel
That ought to scare the guy away!!!
My son is already SO excited to have somebody over to play that I don't think he is ready for anything other than family games. Maybe, if this becomes a more common thing, then we will consider it.
Re: Good 3 Player 40K scenerios????
Posted: Thu Jul 09, 2009 9:40 pm
by mrrshann618
We played a scenario much the same as what MM described.
We made a square game area, put "survivor" in the middle of the field. The survivor has to be escorted off the field and moves as standard infantry. The Survivor is treated as a IC for purposes of moving. However if it ends outside of 2" the player losses control and cannot move that figure until coherency is regained. If the unit breaks while "carrying" the survivor, the survivor is abandonded/dropped right there until coherency can once again be regained.
Survivor dies (stray blast round, vehicle explosion) everyone looses (treated survivor as basic IG stats). Survivor does not participate in HtH as it is to busy cowering in fear/lying semi-consious on the ground.
Fairly straightforward snatch and grab. This is a game more about moving than it is about blowing the crud outa people. You stop and shoot to much, you loose your chance at grabing the survivor in the time limit.
We used to use that "oh so useful" pilot from the BfM
Re: Good 3 Player 40K scenerios????
Posted: Fri Jul 10, 2009 2:34 am
by MagickalMemories
I like that scenario. It means, basically, that you need to NOT shoot the pee out of the unit escorting him. One stray allocated wound and "Bam." Game over.
That's the kind of scenario you want to have a unit of Nob Bikers in... "I got yer guy! C'mon 'umie. Assault me." LOL
Eric
Re: Good 3 Player 40K scenerios????
Posted: Fri Jul 10, 2009 2:46 am
by Adunaphel
Yeah, Ken liked the "survivor" one the best. So, we will probably try something like that. Plus, I have one of those pilots...
Thanks guys. I will let you know how it all goes.
Karl
Re: Good 3 Player 40K scenerios????
Posted: Fri Jul 10, 2009 3:09 am
by JohnHwangBT
The catch with the Survivor game is that it's easy to "spoil" the game if you're not winning...
"Oh, well, I can't break those Nob Bikers - Demolishers away!"
Re: Good 3 Player 40K scenerios????
Posted: Fri Jul 10, 2009 3:14 am
by MagickalMemories
JohnHwangBT wrote:The catch with the Survivor game is that it's easy to "spoil" the game if you're not winning...
"Oh, well, I can't break those Nob Bikers - Demolishers away!"
Very true... but, at least then, everyone else will know that they're playing with TFG and know (a) not to invite him over again or (b) not to accept any further invitations to game with them.
Eric