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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.



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