Doug,
Lost Arc Games (Stevenage) put on a WAT multiplayer game using 28mm tanks. ?John and Ken used numbered poker chips - with each player being allocated a number.
Everybody brought their tanks and each player was allocated as either axis or allied. The game started with each player starting with an early war tank, and if they were killed, then the next tank was brought on at the start lines.
Scoring was on holding an objective 1 point per turn, being on the opponents half of the table 1 point per turn. Each kill gains one point...
There was a prize for the player with the most points at the end of the game.?
A lot of good humoured banter went on and was a great day.
K
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On 9 Jan 2020, at 04:03, local_yahoo_user via Groups.Io <dougf1971@...> wrote:
?Hello all,
We will be running a large club game of What A Tanker this weekend with 8 or 9 players. The Activations Phase sees tanks activating one at a time in initiative order. This works just fine for lower player counts, but I'm very concerned that with as many participants as we will have this game, the pace of play will be too slow. Even though most activations can be resolved within a few minutes, this still means a very real chance of people standing around for 30-45 minutes between each of their turns. And this will be the first experience with WaT for many of the lads, so activations will take a little longer than normal, especially for the first couple turns. I'd hate to see some newbies turned off of the game by a poor experience.
Does anyone here have any experience, or recommendations, with high player count games of WaT? I'm considering a few different options, but wanted to tap into the combined wisdom of this list to see if there may be a method with a proven track record out there that I am unaware of.
Thanks (and I should have an AAR, complete with some photos, for anyone interested some time next week)
Doug