Toyama
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Scenario: Battlefield (multiplayer)A while ago, I wrote up this scenario/house rule. I was wondering if a 'Battlefield' PC-game style of play was possible using the AAM game: a quite unrealistic but fun style of play in which vehicles need to be boarded and in which all models 'respawn', so there's an virtual endless supply of reinforcements. Also, initiative is organized by player, not by team.
The scenario has yet only been played twice, and worked wonderfully well. We found that using 4 or 5 infantry models per team made for quite good gameplay. When you use more models per team, your turns will take too long.
I haven't playtested most of the special abilities.
Here it is, prepare for quite a lengthy post (perhaps you should print the lot):
Battlefield
An Axis & Allies Miniatures Multiplayer Scenario
Whenever you’re into a different type of gameplay or whenever more than two players like to play in the same battle you can use this scenario/semi house rule.
This multiplayer scenario is based on the Battlefield computer game. The more players the better (although higher numbers of players tend to make individual waiting times and game length too long)
Setting
Pick any setting you like, as long as two different forces (teams) are opposing in the battle.
Teams
Divide the players between the two teams in equal amounts (an even number of players does help).
Each player gets to play the same number of soldier models, depending on the number of players and the desired amount of soldiers on the table. For instance:
4 models/team, 2 players/team => Each player commands 2 soldier models
6 models/team, 3 players/team => Each player commands 2 soldier models
6 models/team, 6 players/team => Each player commands 1 soldier models, etc, etc
Of course, you are free to choose any other amount of models per player, as long as you and your gaming group agree. Remember that games in which each team consists of more than 6 soldier models tend to take a lot of time.
Forces (models)
Prepare the army of each team with:
Soldier models: 1 for each player in the team +2 extra models (= #soldiers).
Max point cost for all soldiers in a team: (#soldiers * 5) +10
Vehicles: any number of vehicles is allowed.
Max point cost for all vehicles in a team: #soldiers * 10
Aircraft: you may take aircraft models in stead of vehicles.
Obstacles and non-nationality command units cannot be taken.
Formations
Formations aren’t being used in this type of scenario.
Map
Play on 2-4 mapsheets.
Set up any number of objectives both teams agree upon.
Each team places its own ‘spawning point’ within 3 hex of their map border and not within 3 hex of an objective. Roll 2 dice. The team that rolled highest places its spawning point first.
The team that deployed its spawning point last deploys the vehicle models first. Each vehicle model is placed in a hex adjacent to the spawning point (so not in the spawning point hex). Soldier models start off the map.
A spawning point is not an objective and cannot be captured.
Gameplay
Initiative
Initiative is rolled for each player separately. Reroll any ties (see rulebook). At the start of gameplay there are no commanders in the game (yet), so no modifiers to initiative rolls.
The player with the highest initiative gets to choose between going first or going last. The player with the second highest initiative chooses next, etc. See diagram:
Order of Play
1. Highest initiative and wants to go first
2. Second-highest initiative and wants to go first
3. Third-highest initiative and wants to go first
… etc … // … etc …
... Third-highest initiative and wants to go last
... Second-highest initiative and wants to go last
... Highest initiative and wants to go last
A player starts his first turn by choosing an soldier model that’s still free to use. The player places the model in the spawning point hex and next moves his model as normal. If a player commands more than one models, he/she acts with all his/her models, after which the turn continues with the next player (not team, nor model) according to the initiative rolls.
Boarding, dismounting
When an soldier model occupies the same hex as a friendly vehicle, the model may board the vehicle. Boarding costs one movement point of the soldier model. In the same phase, after boarding, the vehicle may move its normal movement points minus 1. A boarded vehicle uses the stats and special abilities of the vehicle only (exception: commander special ability), not of the piloting soldier model. Artillery cannot board vehicles, unless a special ability of the vehicle dictates otherwise.
Instead of moving the vehicle, an soldier model may dismount in the same hex as the vehicle. Dismounting costs 1 movement point of the soldier model. Dismounting is prohibited in the same turn after attacking with the vehicle or from a vehicle that is disrupted (unless a special ability dictates otherwise). Boarding or dismounting during the assault phase is allowed.
Vehicles can only move and attack when occupied by at least one model. Vehicles with the transport special ability can carry one more model than their transport capacity.
Unoccupied vehicles may be boarded by enemy models, but not at their spawning point (no restriction for objective points, though). To prevent this from happening, players may attack and destroy their own unoccupied vehicles. After hostile boarding, when a vehicle is destroyed, the vehicle is returned to the original owning player for respawning purposes.
As soon as a soldier model boards an aircraft model, both are removed from the map. In the next turn, the aircraft moves and attacks according to normal rules.
In the airstrike phase, instead of attacking, a soldier model may dismount the aircraft model during flight. Roll a die: the combat drop is successful on a 3+; on a 1 or 2, the soldier model is destroyed (paratroopers are always successful). Place the successfully dropped soldier model in the same hex as the aircraft model, or in any adjacent hex. The dropped soldier model gets a face-up disrupted counter (paratroopers don’t).
If no piloting models are left in the aircraft, the aircraft model counts as destroyed (to respawn later during the game)
Soldier destroyed
A soldier model that has been destroyed is free to be used again at the start of the next turn by other players of the same team only; it takes one extra turn for the same player to use this model again. If a player cannot take free models because of this rule, no model is taken this turn.
Vehicle damaged
During the Casualty Phase, whenever a vehicle, piloted by a soldier model, is damaged, roll a die. On a 1, the soldier model inside of the vehicle is destroyed, leaving the vehicle unpiloted on the gaming board.
Vehicle destroyed
During the Casualty Phase, whenever a vehicle, piloted by a soldier model, is destroyed, roll a die. On 1-3 the soldier model is destroyed as well. On a 4+ the soldier model survives. It is placed in the same hex as the now destroyed vehicle. The soldier model receives a face-up ‘disrupted’ marker.
The vehicle is put aside, to respawn later during the game.
When an aircraft model is destroyed, the soldier model somehow manages to grab a parachute and survive the drop on a 6+ (4+ if paratrooper).
Capturing objectives
A neutral objective is captured when, at the end of a turn, its hex is occupied by 1 or more models of the same team, without being contested by the other team.
An objective that has been captured by a team can be turned neutral if its hex is occupied by 1 or more models of the opposing team, without being contested by the other team.
Objectives retain their captured or neutral status; the presence of a capturing model in the objective’s hex is not needed to retain the status.
Respawning
At the beginning of a turn, turn upright all vehicles that have been placed on their side (or upside down) during the last turn. From now on, they can be used as if new.
Next, any destroyed vehicle models will respawn at a spawning point or at a captured objective point. The models are placed in any free adjacent hex to the spawning/objective hex.
Respawned vehicle models are put on their side (or upside down) to indicate that they are in the process of respawning, but cannot block LOS or be used, attacked, used for cover or boarded during this turn.
Players that have lost their soldier model(s) during the last turn may choose a soldier model that’s still free to use as soon as their turn starts (respawning), according to initiative. If they don’t have a commander model (yet) during the initiative roll, these players cannot get a bonus from commanders. They cannot pick the model they just lost. Other soldier models that were destroyed during the preceding turn are free to use for respawning.
Respawned soldier models are placed in the spawning/objective hex.
Game length and victory
While preparing before the game, players decide on the game length: Either take a time limit by setting an alarm clock or any similar device on 1 hour, or 1,5 hours (or any other game mutually agreeable length), or limit gameplay to a set # of turns, e.g. 7 turns.
The team that occupies the most objective markers at the end of this period is victorious. If both teams occupy the same number of objectives, count the point value of all models in the game (also count soldier models piloting a vehicle, as well as the vehicles themselves). Do not count vehicles that are turned sideways (or upside down).
The player with the highest point value is the winner.
Special abilities (changes and explanations)
Command Dependent
The cost of units with the Command Dependent special ability is increased with 1 point.
Commanders
Initiative modifiers (e.g. commanders) modify the initiative roll of single players, not of a team.
Gliderborne
Remove the model from the playing board as soon as it is boarded by an soldier model. At the start of your next Movement Phase, deploy the model anywhere on the playing board, but not within 4 hex of a spawning point or an captured objective.
Headshot
On a successful headshot, destroy the piloting soldier model inside the vehicle. The vehicle remains on the map without getting a disrupted marker. Any remaining transport-passengers in the vehicle may take the pilot position in the vehicle.
Hero
Instead of the deployment rule, you may replace any friendly soldier model on the board with this unit.
Mechanized Tactics
The unit dismount a vehicle, even when the vehicle has attacked or is disrupted.
Paratrooper
The Paratrooper special ability is changed. Their new abiltity is described in the rules above. The point cost for models with the Paratrooper special ability is reduced by 2 points.
Partisan
Partisans may (re)spawn according to their special ability. Their point cost is increased with 2 points.
Smoke Screen
The smoke screen is replenished each time this vehicle re-enters play after being destroyed.
Vanguard
Models with the Vanguard special ability get +2 speed during the phase in which they depart from the point at which they (re)spawned.
Your
The word ‘your’ in the description in a special ability applies to you, as a player, not to your team. (often used together with initiative rolls)
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