Our local group does team games every once in a while (we're doing a 3v3 today), and I was wondering if anyone else has tried doing them, and what their experiences have been like.
Sydney has an annual 2 player per team tournament. Format is that each team has 400 pts to pull 2 lists from (so 1, 150 pt list and 1, 250 or 2, 200 pt lists) teams can heal, repair or hack through freindly repeaters and cant bounce templates off each other but otherwise dont affect each other. they do however take their go at the same time and can mix order expenditure IE: Player 1 spends an order, then player 2 then player 1 again.
I've done YAMS 1.1 tournaments with 2v2 rounds (random, assigned the morning of the event) and that was a lot of fun.
Yes obviously, they are seperate combat groups at the very least after all. You just dont need to spend all of player 1s orders before you spend any of player 2s So for example with CHA and PanO working together you could spend a few orders on CHA to get smoke down, then spend orders on PanO to shoot through it, then go back to spending more orders on CHA
It's something I'm interesting in too. A while back I made a thread, you may find a different approach there (namely, one attempting to minimize cross-factional combos).
The Tournament typically runs 2 games a day, 2 days for a total of 4 games. We make sure each game has 3 hours but typically they take about 2.5 hours. Thats pretty good considering they are essentially 400 pt games and they are pretty interesting in terms of options. This will be its 3rd year running and we are expecting around 20ish players for 10 teams. Our concept was to allow light synergy across factions, Like getting access to Nomad Hacking with PanO HI and TAGs or Haqq Doctors with Ariadna massed infantry. But at the same time we didnt want Joans Insp Ld getting access to say...ghazi's It allows some very interesting combos without anything being over the top (Though, PanO+smoke has taken it 2 years in a row lol)
That was the ITS Joint Operations mode back in ITS 6 or 7, but it's no longer ITS valid. What you need to do to avoid too much hassle is: You either divide the total points and SWC between the players or enlarge the sides of the table (to avoid excessive cluttering). Limited Insertion is also a good way to avoid overpresence of miniatures. Each team has 4 command tokens, spending is democratic. If one player has access to an extra one, it's his, not of the team (Sun Tze...). Inspirig Leadership also won't carry to allies (Joan, Wallace...). For teams A, B, C... you assign each player a number, depending on their order of play. So, 3 players in 2 teams are A1, A2, A3, B1, B2, and B4. Turns are alternative between teams, but rounds require for all players to take the turn. So in the example, Supportware will last from turn 1 of A1 to the start of turn 2 of A1, while Smoke or White Noise will end with A1's turn. Hacking zones are team-shared, like points and objectives. Order pools are for each player, not shared. AROs are team-based, however. Gaming order is A1, B1, A2, B2, A3, B3...
What do you mean? I was under impression that AROs being something that happens between individual models (as usual) are enough to cover pretty much all situations.
we tried the mixed player turns, but we found that the player going 4th usually gets absolutely crumped by players on the other side before they even get a go
We did some 2v2. The rules where: each player build a single, ITS valid, list. For example, 200 pts / 4SWC list with Lt ... Then, both partners choose (in secret) which of their Lt will be the real Lt. The other Lt is given Chain of Command in exchange. The partners are then considered a single army with different battle groups, they have a single Lt, 4 command tokens ... Each one control his battle groups with his orders. The only thing we avoid is switching battle groups from a player to another, since it would be difficult to manage it with Infinity Army.
I mean that all the units of the enemy team can ARO regardless of whose turn it is. So A1 player faces all of B team's applicable AROs, not only those of a single member of B team.
We do our games about how @daboarder describes them, and most times we'll have the game on a 4x8 table, I saw @Kreslack taking some pictures of it last night for anyone curious. They are long though, last night was the fist time we've ever had to pause a game until another day.
Heard you speaking my name @Hiereth thought I'd pop in and post up the pics from that game so far. That board set up is so awesome. I think the 4x8 works really well for the 3 man games. it is 600pts We probably wouldn't have had to pause if I had set up the board a bit quicker >w< I so want to play on this board again, that building is so slick
Yes I do have some experience with a 3 man free for all. I will say that is a set up that works alot better on boards with denser terrain so everyone has some safety for set up. King of the hill does work best as well since it will keep the focus on the center of the board. It can lead to quite a blood bath for that middle area or room.