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au64

 
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Post subject: 3 Player War at Sea  Reply with quote   (Liked by:0)  Like this post
Ever have a situation where you have three players and no one wants to sit out a game... well, here is your solution my friend!

War at Sea  - 3 player variant
(Unless stated otherwise, the rules for this scenario follow the standard War at Sea rules.)

Build:
 100 point fleet.  Installations are not allowed.

Winning:
  The first player to score 150 points wins the game.  Each player may only score for their individual objective which is worth 75 points.  
  Fleet elimination awards are worth 25 points for each of that persons opponents.  (Example, if Player 1's surface fleet is eliminated, than both Player 2 and Player 3 score 25 points.  No matter who actually eliminated the last unit.)

Setup:  
 Each player rolls for setup, highest roll reveals fleet and sets up in one of the designated setup areas on the map.  Then the second highest reveals their fleet placing it in one of the two remaining setup area.  Finally the third player places their fleet in the last area.  
 For players in the corners, subs may be placed within 4 sectors of your setup zone.  For the player that sets up along the map edge, they may place subs within 3 sectors of their setup zone.
 Units with infiltration may setup in any sector outside of your starting area, standard rules apply.  
 See the map below as an illustration.



Turn Order:
  Round sequence proceeds as per a normal 2 player game, with the exception that a third player is introduced to the sequence.  The lowest initiative goes first, followed by the second, followed by the highest, in the case of a tie, the two (or three) tying players reroll.  For example:
               Tony, Josh, and David are playing a game and the rolls are as follows.  Josh-9, Tony and
               David both roll a 6.  Josh will be the last player while Tony and David will reroll for the
               first and second player.
  It’s important to note that while Tony or David might roll higher than Josh’s original 9, they are only rolling for the tie breaker.

As usual check for points at the end of each turn.  The player the caused the last hull point of damage gets credit for sinking the ship.  

I first played this variant while down visiting the Metro East War At Sea Gaming group last weekend.  We had three people and we really didn’t want to have anyone sit out.  So I pitched this variant that I have been toying around with based off a scenario that I run for a local Heroclix group in Chicago, IL.  What really drove the fun up a notch was the negotiation and alliances that ebbed and flowed based on the points and relative strengths of the fleets.

An example of the alliances/negotiations that occurred in our game was when we had my Sub, Josh’s Patrol Bomber, and David’s fighter in one sector.  David actually defended my sub against Josh’s Patrol bomber as he needed my sub to hurt Josh’s Battleship.  Interestingly enough, that sub ended up chasing his carrier halfway across the map.  This interaction is what makes this variant a blast!
PostFri Aug 26, 2016 7:45 pm
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LcdrSwizzle

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Sounds fun.
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PostFri Aug 26, 2016 8:22 pm
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pendragon68

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interesting concept.... and good to do with my two sons... i am sure they will team up against daddy
Wink
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PostSat Aug 27, 2016 8:30 am
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Flakstruk

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Outstanding.
PostSat Aug 27, 2016 10:22 am
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hokiepastor

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Love it! If only I had two opponents to test it out with...
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PostSat Aug 27, 2016 10:46 am
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Ryan Da Great

 
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After FFFL I would be intrested in trying it.
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PostSat Aug 27, 2016 12:22 pm
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LcdrSwizzle

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Post subject: Reply with quote   (Liked by:0)  Like this post
pendragon68 wrote:
interesting concept.... and good to do with my two sons... i am sure they will team up against daddy
Wink


Yep! Isn't it great when brothers learn to work together? Oops!


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PostSat Aug 27, 2016 1:05 pm
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