Tom Reed | 24 Sep 2016 7:37 p.m. PST |
I'm looking for a good set of WWll rules that will handle something like 4-8 players. Squad on up. |
Northern Monkey | 24 Sep 2016 7:44 p.m. PST |
Big Chain of Command. Once you have Chain of Command, the rules for big games see a free download. |
John Thomas8 | 24 Sep 2016 9:15 p.m. PST |
IABSM for games bigger than a platoon/supports a side. |
Martin Rapier | 25 Sep 2016 1:31 a.m. PST |
I have generally found that rules which activate one unit at a time don't scale well for multi player. As the number of players increases, the number with nothing to do increases disproportionately. So ymmv with IABSM, unless you really crack along with the turns. |
Who asked this joker | 25 Sep 2016 6:21 a.m. PST |
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Rich Bliss | 25 Sep 2016 7:09 a.m. PST |
Take a look at Men Under Fire from Test of Battle. |
The Tin Dictator | 25 Sep 2016 7:20 a.m. PST |
Rules of Engagement and Rate of Fire both move along pretty well with multiple players. I agree with Martin about staying away from the single-unit activation types of rule sets. |
RetroBoom | 25 Sep 2016 9:37 a.m. PST |
Hail of Fire works for multiplayer. Everyone on one side takes their action and then the other side takes theirs, if any choose too. Fast and clean. You need to change how order point are generated though. Make it so 1=1pt, 2/3=2pts, 4/5=3pts, and 6=4pts. All other rules are the same. And they're free. |
sillypoint | 25 Sep 2016 4:26 p.m. PST |
We use Crossfire, each player has a card, when their card is drawn, they have their turn, sometimes, if the next player is on another sector, they can have their turn. Between turns, we argue about rules, read magazines and take the mickey out of the opponent… |
RetroBoom | 25 Sep 2016 4:35 p.m. PST |
Silly, does that really work for you guys? I'll have to try that! I love Crossfire but it never seemed as multiplayer friendly as other sets. |
sillypoint | 25 Sep 2016 7:02 p.m. PST |
Yep, and have designed some special event cards, if special event is drawn, it applies or is given to the next player whose card turns up. It also means a player next to you, may draw fire, cause an opening (no fire), allowing your squad to exploit the opening. All depends on the cards…. |
Thomas Thomas | 26 Sep 2016 9:19 a.m. PST |
I did Combat Command initially just to do multi-player club games. Latter added a more conventional 1-1 pointless point system. Generally for multi-player look for games with an integrated sequence of play where an entire side does something so all players can be kept busy. As mentioned stay away from "activation" games where only one player/unit is active and everyone else sits around. TomT |
christot | 27 Sep 2016 8:46 a.m. PST |
I'm still trying to write a set…. I'm getting there, I'm getting there |
Boguslaw | 28 Sep 2016 5:57 a.m. PST |
I heard that Iron Cross works well in multiplayer games. Anyone tried and had any experience with it ? |