I quite like games wherein the players all fight on the same side.
Imperial romans in their classical lobster armour.
Assume the Romans have an able but unexceptional general on the frontier.
As a start. Roman Imperial army with partially randomised moves.
The 2,3,4 players are all part of a war-band based army . German, gaul, Spanish, Dacian etc
The war-band players split into 1. Cavalry+skirmisher+specialist 2. commander, greater war-band commander and 3. Elite +reserve co,mander. that would mean all 3 Commanders would overlap and interact (or not). Therefore each turn players would need to negotiate with each other about who got what support and who did what actions. God points of discussion and outrage.
One player gets victory points for killed enemy.
One player gets points for not killed own.
One player gets points for tactical and strategic objectives.
These points are not mutually exclusive thus co-opeartion might be the best way forward. However there would be friction if one aim has a deleterious effect on another.
Potential Problems
1. Game needs to allow for varying number of participants. 2 to 4?
2.Who would paint the Romans. A bit each?
3.Would alpha players blast other players. Limitation by players choosing their turn activity before revealing it latter.
The game would need t be zoned, in order to make roman/non person movement define-able.
Great idea or as dumb as calling everything a faction?
Discuss. No specific qualification needed to have opinions on this one.
I might go with this one further....loads of time...!
martin
I like this idea and remember being intrigued by the By Jingo rules http://realtimewargames.webplus.net/byjingo.html Whilst I've only read about them I m sure the idea is sound and would work for Romans vs Barbarians. Come to think of it any drilled regulars vs irregulars should be do able with the players controlling the irregular forces. Differing victory conditions for each player would cause plenty of tension/fun.
I like collaborative games - I have especially enjoyed All Things Zombie (I have the boardgame version) when you're all against the hordes of (barbarian?) zombies. I think this set-up lends itself to somehow less "serious" simulations - zombies are good but - at the risk of hijacking this thread - pirates (against unsuspecting citizens + scheming representatives of HM Navy...) would probably work too...?
Maybe we can be clever and include this with C+K as a play option? Difficult to achieve, but a worthy aim i believe.
Maybe even design "all on one side" in from the outset as the core of the rules?
This would be a considerable differentiator from other Ancient games out there at the moment (some of which are now using squares) and something of a departure / innovation for PP? The Artificial Intelligence for the non-player side would be challenging, but perhaps this could be secondary, with the primary focus of the game being on the interaction between the players that are nominally all on the same side (jockeying for position with extra points for leading from the right flank; forcing another player into a foolhardy charge elsewhere to try to recover lost kudos...)?
Yes, a competitive team effort to outwit those pesky Gauls, and at the same time be the one who impresses Caesar the most would make for an interesting game.
Might be a bit cramped with everyone sat on one side of the table...😂
Interesting idea. I would vote for it as an alternative to a main game.
6th was always about rolling up from one side!
Quote from: Sean Clark on January 30, 2018, 08:18:44 PM
Might be a bit cramped with everyone sat on one side of the table...😂
Maybe it depends on how radical one wishes to be ;)
We could have a 2-player game side-by side on a 5-foot long table.
And a 3- or 4-player version with the others (who'd probably have to be commanding a flank force) seated at the head / foot of the table.
Why not a small table each.
Quote from: Leslie BT on January 30, 2018, 08:42:22 PM
Why not a small table each.
Because it's more fun watching your "comrade's" plans unfold before his eyes (e.g. when the non-player AI does something totally unexpected and perhaps even "illogical" yet still succeeds in wiping out half his force) from close up...?