Alrighty then, I sometimes have the case where I have 4 people playing at once and although it is a ton of fun having so many strategies and schemes flying around I have been knocking around the idea of Malifaux Doubles. Different to a brawl with two masters this would be two players with two crews working together to achieve a common goal while blocking a similar two player / crew team.
I figure someone else out there is trying it or has tried it and we can pool ideas and results/problems 8-)
So, thoughts? (this is a random collection of ideas and questions, please pull it apart)
Terms:
Team - the two players working together to achieve more VP than the other team.
Crew - the models purchased by a player in the same manner as a regular game.
Player - an individual participating in this crazy game.
Schemes and strategies: How many of each? I was thinking of:
1 SHARED strategy for the whole game
1 Individual strategy for each team
1 Scheme per player
Obviously the scheme chosen by a player must be achieved by that player and refers to them their crew and their deployment area.
E.g.
This means that is you are trying to achieve a kill total your team mate may soften up the target but a member of your crew must deliver the killing blow (suddenly cheating down an attack flip and letting a model die NOW is much more tactical).
Crews: As always each player may take one Master/Henchman (or both) from a faction and buy models from that masters faction according to all rules and restrictions as usual.
Do we allow two players on the same team to choose different factions? I mean, in the fluff you sometimes have different factions teaming up for a valid reason...or is this going to be broken...maybe it just needs testing.
Either way unique names models are still one per team, regardless.
Deployment: Each player flips a card and then chooses a corner with highest picking first and lowest picking last (or being forced into a corner due to it being the last one). This is opposed to the team flipping a card and choosing a side. I like the corners because sometimes you end up split up diagonally and gives the team who won the flip more tactical choices about how they want to manipulate the game.
This obviously then uses corner deployment as in the Rules Manual.
Initiative: would be flipped as a team. Team with the highest card chooses which of their players will go first. The opposing team would then get to activate one player/model before going back to the team that won the initiative and ending with the last player from the team who lost the initiative.
So...initiative flip Team A Wins
Team A activates player 1
Team B activates player 1
Team A activates player 2
Team B activates player 2
Whoever is player 1 and player 2 on each team can change from turn to turn.
Activations: Obviously you would only be able to activate models from your crew NOT models from your TEAM (i.e. you cannot activate a model belonging to your team mates crew).
Interactions: This is where is gets squishy...do we allow models on the same team but from different crews to be friendly to each other (for the purpose of effects)? I think this would be a YES if the players have crews from the same faction...but it could get...messy...if we allow cross faction combos.
Question
Pagan Wolfe
Alrighty then, I sometimes have the case where I have 4 people playing at once and although it is a ton of fun having so many strategies and schemes flying around I have been knocking around the idea of Malifaux Doubles. Different to a brawl with two masters this would be two players with two crews working together to achieve a common goal while blocking a similar two player / crew team.
I figure someone else out there is trying it or has tried it and we can pool ideas and results/problems 8-)
So, thoughts? (this is a random collection of ideas and questions, please pull it apart)
Terms:
Team - the two players working together to achieve more VP than the other team.
Crew - the models purchased by a player in the same manner as a regular game.
Player - an individual participating in this crazy game.
Schemes and strategies: How many of each? I was thinking of:
1 SHARED strategy for the whole game
1 Individual strategy for each team
1 Scheme per player
Obviously the scheme chosen by a player must be achieved by that player and refers to them their crew and their deployment area.
E.g.
This means that is you are trying to achieve a kill total your team mate may soften up the target but a member of your crew must deliver the killing blow (suddenly cheating down an attack flip and letting a model die NOW is much more tactical).
Crews: As always each player may take one Master/Henchman (or both) from a faction and buy models from that masters faction according to all rules and restrictions as usual.
Do we allow two players on the same team to choose different factions? I mean, in the fluff you sometimes have different factions teaming up for a valid reason...or is this going to be broken...maybe it just needs testing.
Either way unique names models are still one per team, regardless.
Deployment: Each player flips a card and then chooses a corner with highest picking first and lowest picking last (or being forced into a corner due to it being the last one). This is opposed to the team flipping a card and choosing a side. I like the corners because sometimes you end up split up diagonally and gives the team who won the flip more tactical choices about how they want to manipulate the game.
This obviously then uses corner deployment as in the Rules Manual.
Initiative: would be flipped as a team. Team with the highest card chooses which of their players will go first. The opposing team would then get to activate one player/model before going back to the team that won the initiative and ending with the last player from the team who lost the initiative.
So...initiative flip Team A Wins
Team A activates player 1
Team B activates player 1
Team A activates player 2
Team B activates player 2
Whoever is player 1 and player 2 on each team can change from turn to turn.
Activations: Obviously you would only be able to activate models from your crew NOT models from your TEAM (i.e. you cannot activate a model belonging to your team mates crew).
Interactions: This is where is gets squishy...do we allow models on the same team but from different crews to be friendly to each other (for the purpose of effects)? I think this would be a YES if the players have crews from the same faction...but it could get...messy...if we allow cross faction combos.
Ok, that's a start, by no means all done
Ready? Aim. FIRE!:slap:
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