Want to have your allies join you on the field of battle against your long time foe? Of course you do!
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.
Very cool and I’m enjoying the fact that two modes are offered so different people can get what they want out of the game.
Definitely seems like you’ve put a lot of thought into everything you’ve released thus far Brent – thanks for sharing it with us.
Glad your enjoying it.
I think you’ll find the Medieval Mode interesting.
We actually used it during playtesting for the final big battle in a campaign. The game featured 6 players on each side, madness ensued, but there was no downtime for anyone. To sum it up in a word… epic.
have not been able join yahoo group for some time. firstname.lastname@example.org
We’ll have to get that fixed! I just checked and do not see a pending member request for the group. If you don’t mind, then please submit another and let me know that you’ve done so. If for some reason that one doesn’t show up, then we’ll figure out a work around.
Tried to again with the same result. I enter the code and it sends me back to the beginning in a endless loop. I actually shared this through the Yahoo complaint process about a month ago and never heard nothing back. I have joined many groups in the past without any issues. Got me !!!
I’ve just sent you an invite through the groups member system. Let’s see if that does the trick. If not, then maybe opening up a yahoo email or gmail account just for the group access might do the trick if it’s ‘bouncing you’ based your address for some reason. Hang in there!
That’s frustrating. If you don’t mind, then go ahead and try setting up a yahoo or gmail account for access to the group. I just had a couple of people join today so I know it is possible. Yahoo! has been acting strangely over the last week so maybe changing the email address will be a workaround for now.