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Thread: Three player games.

  1. #1

    Default Three player games.

    We flew our first Quick Start missions last night. It was two Vipers vs one Cylon. It was fun but the Cylon lost both times. The instruction book says to use ability cards to balance out the sides when you have an odd number of pilots so we used an add 2 to your dice roll for the Cylon firing. That did not work so well. I was wondering about using must roll a 9 or higher for a hit by the more numerous team instead. We often play games with 3 players in WGF but this is new territory. Anyone else thought about this?

  2. #2

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    Quote Originally Posted by Baxter View Post
    We flew our first Quick Start missions last night. It was two Vipers vs one Cylon. It was fun but the Cylon lost both times. The instruction book says to use ability cards to balance out the sides when you have an odd number of pilots so we used an add 2 to your dice roll for the Cylon firing. That did not work so well. I was wondering about using must roll a 9 or higher for a hit by the more numerous team instead. We often play games with 3 players in WGF but this is new territory. Anyone else thought about this?
    Because of the firepower disparity, two guns to one, I'd tend to have the odd man out fly two ships. If that isn't desirable, I'd go for two Nuggets, or Rookies, vs an Ace. That would make shots from the two-gun side -1s, and the Ace at +2.

    Also, use the double-roll split shots. For the rookies, they can only split shots on rolls of boxcars (6's) at short range (unless they've shot at the Ace in the previous turn). The Ace could double-shoot on double rolls of 3's at short range, and 4's at medium, and even 5's and 6's at long range (again, if the Ace has shot at a target in the previous turn, and at short range, rolls of double 1's can be split into two hits. Double 1's can hit at medium range, if the Ace hit the target in the previous turn).
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  3. #3

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    Quote Originally Posted by OldGuy59 View Post
    [...]Also, use the double-roll split shots. For the rookies, they can only split shots on rolls of boxcars (6's) at short range (unless they've shot at the Ace in the previous turn). The Ace could double-shoot on double rolls of 3's at short range, and 4's at medium, and even 5's and 6's at long range (again, if the Ace has shot at a target in the previous turn, and at short range, rolls of double 1's can be split into two hits. Double 1's can hit at medium range, if the Ace hit the target in the previous turn).
    Wow, are these house rules? If not where can I find them, these looking interesting.

  4. #4

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    Quote Originally Posted by Ken at Sunrise View Post
    Wow, are these house rules? If not where can I find them, these looking interesting.
    These are in the rule book, not house rules.
    From the rule book, or from the Turn Summary and Index: choosing pilot cards (pg 26) or tokens (pg 27); rolling doubles optional rule (pg 20).

    In the above suggestion on rolling doubles, I was taking into consideration the '+' and '-' to rolls for experience levels, '+s' for range, and '+s' for AIM bonuses (+2 if a target has been shot at in the previous turn, +3 if a target was hit in the previous turn). Optional 'Aiming' rule (pg 20).

    This might help: BSG Downloads: BSG Turn Summary and Index
    Last edited by OldGuy59; 02-20-2019 at 08:24.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  5. #5

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    Thanks guys. Lots of options there for us to try out in our next games.

  6. #6

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    We are testing a points system. More on that in the future...

  7. #7

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    A 3 player scenario - though you will have to wait till the Raptor becomes available.

    Requires house rules (for now...there may be some official ones in the offing) for rescuing ejected pilots.

    Click image for larger version. 

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    Scenario - a Raptor is attempting to rescue an ejected pilot before his velocity causes him to splat into some asteroids. Depending upon the KE of the KO'd craft, the ejector seat moves 0-6cm (use the range ruler) in a straight line, the first 3cm or less when the first cards are played.

    If 0cm, the Raptor just has to be in base contact with the counter (use an FTL counter) or stand of the pilot. If faster, it must match both course (within firing arc) and velocity as well as being in base contact, in order to effect a rescue.

    The Cylon Raider's digital comms system does not recognise the analogue Colonial distress beacon from the background noise of propulsion, armament being fired, etc. So it cannot detect the ejector seat, or distinguish it from the rest of the space junk nearby (mostly bits of destroyed Viper).

    The Cylon Raider (Player 1) is after the Raptor before it can effect the rescue. The Raptor (Player 2) has a limited number of moves to match velocity and rescue the pilot. If the pilot is moving 6cm, an FTL jump ahead may be needed, rather than a stern chase. The Viper (Player 3) must keep the Raider from destroying the Raptor. If the Viper gets destroyed unless due to 2 pilot hits, then there will be 2 rescues needed.. any seat that goes off the board or intoan asteroid field or planetoid is destroyed. 2 pilot hits kills the pilot.

    The game starts on a 4x3 mat with the Viper and a newly FTL'd Raptor at one end, an asteroid field and a newly FTL'd Cylon Raider at the other. The seat is between the middle of the table and the Colonial edge, depending on speed, and is heading for the asteroids. The faster the speed, the closer tthe Colonial table edge. Due to lack of fuel, the Cylon only has enough FTL ability to jump back to the base ship. The Raptor has enough for two FTL jumps on the table, and enough to get home.

    Victory conditions
    Colonial maximum - all 4 crew (2 on Raptor, and the 2 Viper pilots) survive.
    Colonial marginal - 3 crew survive and Cylon is destroyed.
    Cylon marginal - 3 crew survive.
    Cylon maximum - 2 or fewer crew survive.

    Speed of ejected seat and initial position can be used to balance the scenario, or just roll a D6 for speed.

  8. #8

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    Cylon Variant: as above, but substitute a Heavy Raider and Raider for the Colonials, and either a Raider (Cylon civil war) or Viper for the Raider. Prize is a data capsule emitting a computer virus on its beacon so the Viper/Raider trying to prevent the retrieval can't listen on that frequency so cannot detect it.
    Victory conditions are simple - data capsule is retrieved before asteroid impact, or it isn't.



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