
"Panzergrenadiers 2nd Edition" Topic
6 Posts
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| historygamer | 18 Mar 2010 7:26 p.m. PST |
So I bought these rules to read through, which cost me $35. USD They seem to be written for a two player game, given how the iniatives work. Is that correct? Does anyone here play them, and if so, how do you handle multiple players without having people stand around and do nothing while one guy moves at a time? Any help appreciated, as I may be misreading them. |
| Scale Creep Miniatures | 18 Mar 2010 8:35 p.m. PST |
I can't comment on these rules specifically, but any time I've used "one unit at a time" type rules, we usually divide the game into chunks and just activate each part of the battle separately. So right, center, left and let each opposing player handle initiative simultaneously. |
| kabrank | 19 Mar 2010 4:59 a.m. PST |
Hi We use then regularly with multiple players, between 3 and 6 a side. However what we do is have several main HQ per side and give each an initaitive throw so that there are sufficient additional activation pips avlb for the number of units on the table. We then use a separate initiative dice, or identify one main HQ as the overall HQ, to determine the initiative. You need to carefully decide the activation order of units so any activation Role of double 1 clearly stops activation across all the players for an HQ as detailed in the rules. Hope this helps. Great set of rules and often overlooked. activation dice throw.
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| historygamer | 19 Mar 2010 7:09 a.m. PST |
So do all the players on one side then move, more or less, at the same time? |
| kabrank | 19 Mar 2010 7:40 a.m. PST |
Hi History Gamer This can be resolved several ways depending upon the scenario being played. However it works well to get each player on a side to activate a "unit" [in accordance with the rules] and then carry out all the actions of this unit. Then when all the players on that side have completed this activation to then all activate their second unit repeating until all have been activated or any Activation the Double ones cause the activation sequence to end. Hope that helps |
| David Brown | 21 Mar 2010 1:18 p.m. PST |
HG, Battlegroup PanzerGrenadier can certainly cater for multi-player games and players not do have to wait, necessarily, for other players on their side to complete their actions, (unless they wish to do so). In larger games, with say three players on each side, one can command the HQ + a company or so and the others players command a company (+ or -). So each player can have under his command a senior command unit and various platoon command units, all of which can activate "combat groups" that consist of from 1 to 5 or more individual units, e.g. a platoon (+ or -). Each player can also demand or request supporting command points from whoever commands the HQ, request (or plea for) artillery missions and so on. The defending payer (or non-phasing player for that phase of the game turn) issues defensive fire at any attacking units that move, so is certainly not sitting back and doing nothing! DB |
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