In this post, I’ll show the simplest way to play multiplayer games with HAVOC. I call it Classic Mode because, it is similar to the standard multiplayer format that most wargamers have been exposed to. It’s straightforward style and clearly defined guidelines will appeal to gamers that prefer tournament style play.
In this mode of play, you set the number of points for the engagement as normal. For this example, let’s assume that the limit is 800 points.
Assuming that there are 2 players on each team, they may bring up to 400 points each.
Each player may bring a ‘Named’ model.
Each players force is judged individually for the purposes of The Rules of Form.
The Beginning is performed as normal, treating the combined list of the players on a team as a single cohesive list.
The players on each team will confer and determine as a ‘unit’ which Scenario they will use.
1. Players on each team alternate rolling for Momentum.
2. Either player may add HAVOC tokens and/or Rules of Form dice to the roll.
Phase I & Phase II…
1. Players alternate taking Activations. ( Red Team player #1=> Blue Team player #1=> Red Team Player #2=> Blue Team Player #2…)
2. Players may NOT activate their teammates models.*
3. Players may activate THROUGH their teammates models, BUT they must include them in the count if they do.
4. Since players cannot activate their teammates models, then it follows that they cannot use them for Concentrate Fire attacks and/or Volley Fire.
5. Players may benefit from a teammates Augmentation and/or Intervention die if offered.
6. If a player activates an artillery piece and a teammates infantry model is in base contact, then it is NOT converted to a crewman UNLESS agreed upon by the teammate. If converted, then the model falls under the control of the player with the artillery piece.
7. Each team is considered a single cohesive force for the purposes of The Third Law. ( If Red Player #1 has two models engaged in melee with one of Blue Player #1’s models, then Red Player #2 could still join the melee if desired.)
8. If player #1 on a team has activated all their models, but their teammate (player #2) has not, then player #2 would activate in place of their teammate in the rotation.
*exception: players may use Sound the Maneuver to activate their teammates models. However, their teammate is the one that performs the movement- if they choose to move at all! (note: this does not count as player 2s activation).
1. The Assault Phase is conducted as normal.
2. The team with Momentum determines what order the combats will be resolved in.
3. If a team has multiples in a combat, then they determine amongst themselves in what order they will resolve their attacks.
4. Players DO benefit from their teammates Standard Bearer/Inspire.
5. Players on the same team MAY perform a Combined Assault Maneuver if it is agreed upon.
1. In the event of a Cut Scene, each player gets ONE activation. (Unless one player has no models to activate. If this is the case, then his teammate activates instead- for a total of two activations.)
So, like I said, it’s pretty straightforward stuff. The only downside to this mode is that, as you continue to add players to the mix, there can be increased downtime if some players are prone to ‘analysis paralysis’. However, this is remedied in the Medieval Mode, which I will cover in Part II of this Multiplayer Series.