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impetus :: IMPETUS :: General discussion
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Multi-Player Games ...
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?
If yes, what has worked well, and not so well, with such type of games?
GamesPoet- VBU 3
- Posts : 236
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Join date : 2015-05-04
Re: Multi-Player Games ...
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
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- VBU 7 h.c.
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Join date : 2014-05-19
Re: Multi-Player Games ...
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.
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- VBU 7 h.c.
- Posts : 1243
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Join date : 2014-05-20
Location : Guelph, Ontario, Canada
Re: Multi-Player Games ...
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.
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.
GamesPoet- VBU 3
- Posts : 236
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Join date : 2015-05-04
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impetus :: IMPETUS :: General discussion
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