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Possible Solution to 3-player Games Options
Darth_Reignir
Posted: Friday, March 13, 2015 6:59:08 AM
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Hey all,


If you're anything like my gamegroup, more often than not, you're stuck with 3 players available to game.
In the past, we've played 2v1 matches, where the player on his own controls two teams. While this works, often times it can be terribly unbalanced, and admittedly, unfun.

Last night we found ourselves in this dilemma while playing X-Wing. What we decided to do was have an NPC ship that all 3 players fought to control. Whoever had a ship closest to the NPC would get to decide where it flies that turn; the goal of each player was to direct the NPC ship to their respective side of the map. Whoever could get the ship off their side of the map, won.

It worked pretty well for X-Wing. It got me thinking that, in SWM, we might be able to pull something like this off as well. Obviously instead of a ship, one could use a number of diplomats. Each turn, whoever is closer (if players are tied, it would go to, 'whoever has the most units closer to the NPC,) controls the NPCs.

What are everyone's thoughts? That may have been unclear and I would be happy to elaborate.
FlyingArrow
Posted: Friday, March 13, 2015 7:05:06 AM
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I'd suggest going with a tiebreaker that the highest cost character wins the tie. That's what is used as a second-level tiebreaker in regular games. If a game ends with players tied on points, the first tiebreaker is who has a character closest to the center of the map. If that's a tie, it's the higher cost character.

You left part of it ambiguous.
* When is the NPC activated?
* When is it determined who gets to activate the NPC?
Darth_Reignir
Posted: Friday, March 13, 2015 7:15:18 AM
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FlyingArrow wrote:
I'd suggest going with a tiebreaker that the highest cost character wins the tie. That's what is used as a second-level tiebreaker in regular games. If a game ends with players tied on points, the first tiebreaker is who has a character closest to the center of the map. If that's a tie, it's the higher cost character.

You left part of it ambiguous.
* When is the NPC activated?
* When is it determined who gets to activate the NPC?


Awesome, thanks. These questions are helping flesh out the idea, because I don't think it's totally refined, nor was it last night. I think the NPCs, especially with SWM, would first only be able to move at Speed 3, (so 6 squares.) I say things because I can see it getting really easy for one person to dominate the NPCs at Speed 6.

With regards to your questions - and again, it's totally open to suggestions - we played it so that the NPCs moved before everyone else, and control over the NPCs was determined at the end of the round.
FlyingArrow
Posted: Friday, March 13, 2015 7:29:17 AM
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How many NPCs?
Darth_Reignir
Posted: Friday, March 13, 2015 7:34:48 AM
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FlyingArrow wrote:
How many NPCs?


I think that is up to the players. In X-Wing, we used one ship. In SWM, I think 2-5 Diplomats would be fun to use. Think of it thematically as if they were hostages that need to be rescued.

For another layer of tactics, you could alter it so that the NPCs move as part of the controlling squad per round, rather than at the end, so that the player has to decide whether it's more important for him to move the NPCs, or attack with his fighters.
TimmerB123
Posted: Friday, March 13, 2015 7:50:57 AM
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Have you played Royal Rumble? Great 3 player format
Darth_Reignir
Posted: Friday, March 13, 2015 7:56:23 AM
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TimmerB123 wrote:
Have you played Royal Rumble? Great 3 player format


Yeah... We've tried it a couple times but seem to have the same problems we get in 2v1's.
FlyingArrow
Posted: Friday, March 13, 2015 8:27:47 AM
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When we play 3-player, we play "kill the guy on your left". Fixes the balance issue, but it does end up being a little bit of a silly "merry-go-round" type feel as everyone is almost running around in circles.
TimmerB123
Posted: Friday, March 13, 2015 8:42:00 AM
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I think one key is to adjust targeting rules so that you can target the closest of either opponent. That way it's not always monkey in the middle.

Certain maps are better than others as well. I actually designed a map that was specifically meant for three player games. Sort of set up and I vaguely triangular pattern. Each squad set up equidistant and had paths to each other squad as well as the center.

Barring a special map I think rattatack arena works great. Some cover and obstacles but ways to attack both squads.
EmporerDragon
Posted: Friday, March 13, 2015 8:58:31 AM
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One house rule I've seen work is having it so that the closest enemy for each opponent counts as a legal target. That way, you can't have one player use another as a shield.
Chargers
Posted: Monday, March 16, 2015 8:21:11 AM
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Being able to target the closest figure of either of your opponents is good; helps prevent the 2-vs-1 or monkey in the middle as others noted above.

What has worked for us:
a) Set up in a triangular pattern -- one player in the middle of a long map side and the other two in the farthest corners from that; roll a set-up initiative to determine who picks first from the three set-up areas.
b) Winner is the first player to kill build points of opposing player(s) squads first. So, in a 100 point game, first player to kill 100 points. Doesn't (and often times doesn't) equate to last man standing. This encourages players to get into the fray and not sit back while two others duke it out and also minimizes the 2-vs-1/monkey situation. Except when player B snipes player C's kill of player A's figure ... usually followed by player C retaliating against player B. :>) good times

The Celestial Warrior
Posted: Monday, March 16, 2015 5:40:40 PM
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I had one when my BiL's played with me called Emperor. There was one Emperor, an Apprentice and Jedi Forces all with specific building requirements and win conditions that balanced it out extremely well. It's a little outdated as some of the squadbuilding was figure specific in some of your choices, but I'll have to pull it up so you can get the basic idea.
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