Help support TMP


""Battlegroup Kursk" rules multiplayer?" Topic


9 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please do not post offers to buy and sell on the main forum.

For more information, see the TMP FAQ.


Back to the WWII Rules Message Board


Areas of Interest

World War Two on the Land

Featured Hobby News Article


Featured Recent Link


Top-Rated Ruleset

Spearhead


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

1:100 US Parachute Rifle Platoon

Personal logo Editor in Chief Bill The Editor of TMP Fezian shows off the U.S. infantry from the Flames of War starter set.


1,865 hits since 5 Jun 2017
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
saltflats192905 Jun 2017 9:19 a.m. PST

Any advice/ suggestions on how to use the Battlegroup rules with 4 players?
Thanks in advance!

nazrat05 Jun 2017 1:07 p.m. PST

We play regularly with 4-6 players. We generally have one guy (who preferably is the most experienced BG player on the side) act as commander and distribute the orders each turn. We use chips for orders. The sides always seem to divide up the forces available in a nicely democratic manner. I run the games and try to make the games big enough to give everybody some infantry and/or some tanks.

steamingdave4705 Jun 2017 1:55 p.m. PST

Just sorting out a 6 player game for tomorrow. Reinforced platoon each, each command has own BR and orders, but overall objective for each side. Played quite a lot with 3 or 4 players. Plays fine, just like any other set of rules really.

Personal logo Extra Crispy Sponsoring Member of TMP05 Jun 2017 5:20 p.m. PST

We gave order dice to each player and bonus dice to the overall commander. So you might get a d6 (+1 for your platoon commander) and teh overall CO might have 3 bonus dice to distribute to subordinates( we usually play with 6-10 players).

saltflats192905 Jun 2017 6:28 p.m. PST

With a platoon per player do you give each player a battle rating (allowing individual platoons to break) or keep one overall BR?

Thomas Thomas07 Jun 2017 9:57 a.m. PST

When we tried the game with multi-players, we created a chain of command with each player having his own Command Die.

This worked so well we started using it for all versions.

The advantage is having a real chain of command. In the published version all command die are pooled so your Tiger always gets to act but your poor grunts are ignored. Obviously the grunt leaders aren't loaning their Command Control to the Tiger – they should get to act too.

Keeps all players involved as they are sure to get at least some Commands.

TomT

pzivh43 Supporting Member of TMP08 Jun 2017 5:46 p.m. PST

Most games I play have 2D6 orders (+ officers).

The consensus here is that each player gets 1D6 order + any for officers. For a 6 player game that's 3D6 per side + officers? That seems like a lot of orders for each side?

I'm interested to hear more of TomT's method.

Thomas Thomas15 Jun 2017 11:57 a.m. PST

But remember you only get to spend the orders on your own troops – so some will be wasted. Also its not necessary to add the extra officer +1 – each officer gets his own order die. (Why would all officers contribute to a pool which is often used on other units not even connected to that officer?)

TomT

number415 Sep 2017 8:29 p.m. PST

When we did Seelow Heights a few years ago the battlefield was split into three sectors, and the attacking Soviet commanders were competing against each other to be the first to get a Red Banner party on to the German positions. Worked really well.

You could run something like Omaha beach the same way

Sorry - only verified members can post on the forums.