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Re: Big WaT Games & Initiative
How do you handle players using a '6' to boost their chances of going first? Add an extra card for them? On Fri, 10 Jan 2020 at 21:11, Stephen Mortimer <gaming@...> wrote: We usually assign playing cards to each vehicle and shuffle those cards. And draw each card one at a time. To speed things up a bit, the gamemaster (or usually me, playing but trying to be impartial) will check what the next card is and if it will not interfere with the current player will allow that player to go at the same time. Usually done after the player has rolled their dice and committed to some action. We are often on a big table (5.5ft x 10ft) and playing in 15mm. I have tried hidden placement for one side as well. So they don't always activate if they want to remain hidden. |
Re: Big WaT Games & Initiative
I found a few of the pictures by chance of our desert game Day 1. There are styrofoam hills under the Cigar Box mats. Yes that is a Lee/Grant? parked right next to StuG. Sometimes you don't get the roll you want and you can't get out of sight.
Not sure how many and how big the attachments should be on this new forum. Would it be better to provide a link to a cloud service? I can put even more there. Or maybe just one or two and a link. Let me know. I meant to put these online months ago. Enjoy! Stephen |
Re: Big WaT Games & Initiative
We usually assign playing cards to each vehicle and shuffle those cards. And draw each card one at a time. To speed things up a bit, the gamemaster (or usually me, playing but trying to be impartial) will check what the next card is and if it will not interfere with the current player will allow that player to go at the same time. Usually done after the player has rolled their dice and committed to some action. We are often on a big table (5.5ft x 10ft) and playing in 15mm. I have tried hidden placement for one side as well. So they don't always activate if they want to remain hidden.
In a recent game with two players on each side. Each player was assigned 3 tanks but only two cards in the deck. Each card could be used only once for each tank each turn. So only two could go in each turn. You got to choose which when one of your cards was drawn. In the first scenario, one side was hidden and the other was coming onto the table. Until you had all three active on the table it was pretty easy. When all three were on, it could get it a little crazy trying to prioritize which two needed to go. If they lost two of their active tanks there was one more in reserve so they could stay in the game. In the second scenario, which was the day after the first with some overnight repositioning. The wrecks were still on the table. Both side were hidden and you could activate or not or do some hidden movement if no one could see you. Great fun was had and lots of tanks were destroyed. I've added a few photos from our previous game last June. Can't seem to find my photos from the game above right now. They are on a disconnected computer a few thousand miles away. Oops. Hope these aren't too big. Probably in reverse order of the action. The scenario had a convoy of US half tracks run down the length of the table and the Germans could choose to do whatever they wanted to them. They would just drive around the Germans and try to stick to the roads, but had to get off. Little did the Germans realize, the Allied player was scoring bonus points for every half track that made it. Only one was lost. I just rolled dice each turn for the convoy and they counted as Fast. Some turns they moved far and some they didn't. They were not allowed to shoot or ram or dismount. Got a little crazy in the centre of the village. Lots of fun. |
Re: Big WaT Games
We would run WRG games with a dozen players on a 60 inch deep by 18 yard wide table (2 players vs each other in a 5x6 area). Each had a reinforced Company. One player was also Task Force (USA) or KG (German) commander. Besides his own TF/KG he controlled who would receive the available reinforcements and on each turn the off table artillery support. Everyone had an OB, objective/mission to complete plus prevent opponent from completing theirs - missions were secret - a QRS, and starting positions. Primary judge ran game, 2 helpers provided instructions and help to learn the rules. Players had a time limit. Player was restricted to combat only in his sector until he completed his mission, and then his remaining forces could operate against an adjoining sector. Set up was each player drew a card from a hand held by the judge, then found the chair with the same card at the table. That was where he sat and the OB, QRS, models, and sheet with his objective was there. This also determined if the player was German or American and who was TF/KG commander. 30 minutes start time to read, deploy and be ready to start. Die roll by KG/TF commanders to determine which side moved first for the first turn. Turns were not synchronized - each 2 opponents played at their own pace. Game ended in about 4 hours. George Price came up with the idea. House rules changed infantry to squads not teams so an infantry platoon had? Platoon HQ team and 3 Squads instead of a PLT HQ Team and 6-9 teams. House rules also increased movement and some rates of fire over base WRG rule set. We had 6 different random objectives which were pre-rolled for and included in the OB sheets for every player plus every player had the objective of preventing their opponent from completing their [unknown to the player] objective. Adapted to WAT use the cards to determine sides and first tank (this doesn't have to be 1 vs 1 even sides), each side has X number of objectives to do for team points, unknown to the other side; plus you get points for KO other side's tanks (player as well as team) with better tanks worth more points. Loss of a tank allows you to bring on another. Replacement same type or better depending on player's ponts at that time (award success, don't punish failure). End of game add up team points to see which side won (= objective points + total player points) and which two players have most points for best player.? Ties resolution? Have a good time. Jolly Colony chaps are all crazy. True. 14 hour 1/300 game 18 foot long table Germans win last turn of the game, taking the main bridge. That's me. ? |
Re: Big WaT Games & Initiative
I draw chips or use cards to determine the initiative in multi-player games rather than dice.
You might also want to think about splitting the table in two at least initially with 4 players at each so you are effectively running 2v2 games in parallel. Will cut down on waiting and playing time especially as new players get to grips with the rules. Then you could open it up to a wider melee. John |
Re: Big WaT Games & Initiative
Hi Doug,
?
Why not split the table into two smaller games of 2v2? That way you can have two players being active at any one time. It might be a little stressful to umpire - but there's no reason why the two games couldn't interact with each other just as if they were playing one large game - you'd just need to pause what you were doing if you're being shot at.
It also has the benefit of encouraging speedy play - you wouldn't want the other game to race ahead of yours!
?
I should caveat this by saying I've not played this way before, but someone has to be a guinea pig right!
?
Cheers, Andy |
Re: Big WaT Games & Initiative
We have played several games of WAT at the club with 6-8 players and just use a numbered card to sort out the order. We don't find players are sitting round doing nothing, as one of the attractions of the game is that even if its not their activation, they are still involved.? They are either a target, or?taking the p*** out of the active player or whoever is the target :-) Its a great fun multiplayer game for a club night.? The only thing I will say is that if a player is destroyed early in the game, we do give him a new vehicle to play on with as otherwise they can feel left out.? Egg On Thu, 9 Jan 2020 at 11:20, Keith Davies via Groups.Io <keith.davies1960=[email protected]> wrote:
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Re: Big WaT Games & Initiative
¿ªÔÆÌåÓýDoug,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 On 9 Jan 2020, at 04:03, local_yahoo_user via Groups.Io <dougf1971@...> wrote:
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Re: Big WaT Games & Initiative
A very elegant solution! On Thu, 9 Jan 2020 at 05:15, panzer_rebel <dakkadakka@...> wrote: I use a different color die for each tank and pull them out of a bag to see who goes next. |
Big WaT Games & Initiative
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 |
Re: Wor Lard
Ah! But that's for a competition - this is just for a day's friendly gaming and socialising! ;^D On Wed, 8 Jan 2020 10:29 Doug Melville, <dougmelville@...> wrote:
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Re: Wor Lard
Ouch! Good luck and fingers crossed then! On Wed, 8 Jan 2020 10:25 Doug Melville, <dougmelville@...> wrote:
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Re: Wor Lard
¿ªÔÆÌåÓý
I think I can challenge that. I flew from Melbourne and attended a DBM competition in Perth (Scotland). I know Lawrence Greaves travels back and forward between Oz and the UK and plays DBMM.
Cheers
Doug From: [email protected] <[email protected]> on behalf of mick.scales@... <mick.scales@...>
Sent: Tuesday, January 7, 2020 8:39:35 PM To: [email protected] <[email protected]> Subject: Re: [TooFatLardies] Wor Lard ?
To Wor Lard in Durham? That really would be above and beyond the call of Lard.
Mick
From: [email protected] <[email protected]> on behalf of Graham Riddle <griddler74@...>
Sent: 07 January 2020 10:35 To: [email protected] <[email protected]> Subject: Re: [TooFatLardies] Wor Lard ?
Pah!
I'm from Perth, Western Australia (14,573 km/9,055 miles) and I've just signed up to be there among the Lard glitterati.
...but admittedly not just for a day trip. ?
Graham
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Re: Wor Lard
¿ªÔÆÌåÓý
To find out if I still have a job on that date, otherwise it's going to be a hard sell to my partner that I should have a week away in Durham....
Doug From: [email protected] <[email protected]> on behalf of James Catchpole via Groups.Io <jlcatchpole@...>
Sent: Tuesday, January 7, 2020 7:46:34 PM To: [email protected] <[email protected]> Subject: Re: [TooFatLardies] Wor Lard ?
Well then, what are you waiting for? ;^D
On Tue, 7 Jan 2020 10:11 Doug Melville, <dougmelville@...> wrote:
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Re: Wor Lard
¿ªÔÆÌåÓýAh! I suspect you know of the perils of
drinking with Rich then! ;^D
On 07/01/2020 23:19, Keith Davies via Groups.Io wrote: Cheers Jim? |
Re: Wor Lard
¿ªÔÆÌåÓýCheers Jim?I actually live 10miles up the road from Rich - but need to get back for Chapel on Sunday morning lol :) On Jan 7, 2020, at 22:34, James Catchpole via Groups.Io <jlcatchpole@...> wrote:
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