How well do the rule hold up in very large games, anyone have experience with any games at 900, 1200 or more points?
How do the rules scale in large games?
Posted 29 July 2012 - 05:25 AM
Yeah we once played a 3V3 game where each side had 300AP a piece it was really long and overall not really that awesome IMO.
Posted 29 July 2012 - 05:57 AM
Agree with Denied on this. While the rules scale fine IMO (still very playable), games over 500 AP start to lose one of the charming aspects of this game, fast play. It also starts to become difficult to remember which units have activated. It basically becomes more static, as with so many units on the table, nobody dares move as its nigh impossible to suppress everything in the area you wish to advance into, and a move order will get units wiped (multiple reactionary units).
In huge games infantry with the Jump SA become OP, Air Drop becomes lame (no place to land), Heavy Walkers are everywhere with mutually supportive fire lanes, and you've turned a WWII Fire & Maneuver game into a WWI Static Trenchline mud-slogger.
All my opinion. YMMV.
Posted 29 July 2012 - 04:55 PM
Pretty much sums up what happens when you put a lot of units into one small area.
Given that 300 AP/side is expected to be a 4x6 table, and 450 is 4x8, perhaps continue scaling it up: at 3v3 300 AP, you should probably be playing on 4x10 or 4x12, or use multiple tables in odd configurations (e.g, T shape, + shape, etc)
Guest_Not In Sample_*
Posted 02 August 2012 - 03:20 AM
I agree with pretty much everything stated so far. Past 300 points, the games slow down quite a bit, there isn't any room for airdrops, etc., and armies tend to just dig in and stay put trading shots from cover. Things don't die, no one moves, nothing happens and everyone is just waiting for the fifth turn to end.
That having been said, I have also played a 500 point game on an 8'6 table (two 4'6 tables joined by 2 bridges so that you could stand in between the two tables and reach stuff) and it was amazing. We didn't have any problems with remembering who activated as when you activate a unit, you turn the unit card (a trick learned from playing massive games of star wars minis where each mini has their own card to keep track of). Since there was room to play on, the game played out like a normal battle would, only on a massive scale. We took cue from 40k Apocalypse in one respect (and only one, don't get upset at the 40k reference people), that is we played based on a time limit, rather than set turns, with the second player getting to finish their turn once the time limit was reached. To avoid one player taking too long on their turn, turns were timed…. once you ran out of time with your turn you finished what you were doing (we wouldn't make you stop an attack in the middle of the dice roll because the time ran out for example) and then your turn was over, if you had units that hadn't activated yet, then it was too bad, lol. It changed the dynamic of the game quite a bit but kept the game moving at a steady pace and it worked. We all had fun and the game was over in 2 hours just as we planned it… There was even a very tense finale with a guess on where the opponent held objective might be and which terrain piece of the two in range to move into and contest as the time ran out…. the game was decided on that very last move as the players turn timer ran out… quite an epic game… so I would say yes, the game can be played on larger scales, you just have to increase the size of the playing surface as Maine suggested and set up time constraints to keep things moving along.