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» ZOC violation
Multi-Player Games ... EmptyTue Apr 23, 2024 8:35 am by kenntak

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» Salute 2024 Battle of Pharslus 48BC
Multi-Player Games ... EmptyMon Apr 08, 2024 11:44 am by ejc

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» War of the Roses Battle AAR
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» Ilipa 206BC Society of Ancients Battle Day
Multi-Player Games ... EmptyWed Apr 03, 2024 4:03 pm by dadiepiombo

Salute 2024 Battle of Pharslus 48BC

Mon Apr 08, 2024 11:44 am by ejc

Forum members welcome to take part in battle of Pharslus Saturday 13th April …

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Ilipa 206BC Society of Ancients Battle Day

Tue Mar 19, 2024 12:54 pm by ejc

This year's SOA Battle Day is Ilipa206BC will be about a dozen games all re …

Comments: 10

Warfare battle of Cunaxa

Wed Nov 08, 2023 11:26 pm by ejc

Sorry for short notice we are putting on the above scenario on Saturday 11th …

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SELWG 2023 Thapsus 46BC

Sun Oct 08, 2023 8:29 pm by ejc

We will putting on the above game at SELG 2023 on Sunday 15th October. Forum …

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Colours 2023

Wed Sep 06, 2023 9:14 pm by ejc

Sorry for very short notice. We are putting on a game at colours on Saturday …

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Salute 2023

Sat Jan 28, 2023 2:49 pm by jorneto

Any Impetus games in this event?

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Post by GamesPoet Fri May 22, 2015 1:42 am

Wondering if there are folks here who have experience with playing in multi-player large point total games using the Impetus rules?

If yes, what has worked well, and not so well, with such type of games?

GamesPoet
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Post by Jim Webster Fri May 22, 2015 11:50 am

At the club we always play multiplayer so that everybody gets a go. Each player has a command.

The advantage this has is because every command gets a go every turn you don't have the situation you get with some game systems where your command just sits there and you never get to do anything.

From the CinC's point of view you really want to try and match players to their duties. If a player is notoriously prone to avoiding combat and tends to dig in and wait to be attacked, giving him the attacking wing isn't going to end well
Jim Webster
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Post by Gaius Cassius Fri May 22, 2015 1:00 pm

How many players are you talking about and how many commands? I have run a lot of larger multi player games at conventions. I have found that the normal activation of commands  takes too long as each command is activated individually and most of the players stand around doing nothing. Not good. So what I do is have the commander in chief of both sides roll initiative. The side that wins goes first. To keep a little of the drama of Impetus I then allow the losing side's sub commanders to roll and try to beat the winning sides roll. If they beat the roll they can go ahead of the winning side. So the order is

1. Losing side's sub commanders (if they beat the other side's commander in chief's roll.)

2. Winning side's commands.

3. Losing side's commands.

This keeps the game moving along at a fairly quick pace.
Gaius Cassius
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Post by GamesPoet Fri May 22, 2015 2:17 pm

Two different types of games are currently under consideration ...

1. 6 players, one command each, could be hypothetical or based on a historical battle.
2. 8 to 12 players, maybe more, likely based on a historical battle.

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