The Grand Battle
This article relates to Warhammer Fantasy Battle 6th edition. It covers rules for 3-way, 4-way, 5-way etc. battles.
Overview: The armies close in on each other, each ready to do battle. Who can remove the most threat and survive the longest?
Armies: Armies are chosen to an agreed points value.
Battlefield: Scenery is set-up in an agreeable manner
Deployment: At the start of the battle, each player rolls a dice. Highest scoring player gets to choose his deployment zone in the order he wants. E.g. he may want to choose his deployment area first, second, third etc. The next highest must choose first, or after the highest scoring player if he wishes to choose first. Then the next highest chooses his deployment next etc, slotting in the first player, if he chooses not to deploy first. This advantage is quite significant, as the highest scoring player may be able to avoid the opponents he’d rather not fight.
Each player rolls a dice. The highest scoring player deploys first. The next highest scoring player deploys second, but only count the scores rolled by the two players adjacent to the player who rolled the highest. Deployment continues this way for the whole deployment, e.g. if the player was on the highest scoring player’s right, then continue to deploy counter-clockwise, if the player is on the left, then continue to deploy clockwise.
Who goes first? Players each roll a dice. Follow the same method as deployment, except the player who finished deploying first gets +1. In a 5-way or more battle, you may want to increase this to +2, and the second person to finish deployment gets +1.
In a 3-way battle, use a triangular deployment. E.g. each person has a square deployment of 12" by 12", or any size you like. Then, measuring from the front of the deployment, the other armies have to be at least 24" away.
In a 4-way battle, use a square battlefield.
In a 5-way battle, use a pentagonal battlefield.
In a 6-way battle, use a hexagonal battlefield etc.
Usually two of the armies will be 24" away, and the others will be further.
Length of game: Generally, 6 turns is enough. In a 5 or 6-way battle, you may want to increase this to 7 turns, in a 7-way or more, perhaps 8 turns or even more. Though exceeding eight turns is not a good idea. You may also like to increase the length of the game due to the points value of the army.
Special rules: No additional special rules.
Victory conditions: To stop armies from taking an all-out offensive ‘kill as many guys as you can’ tactics and collecting victory points, a new system of scoring is introduced. At the end of the battle, add the total points of surviving troops to your victory points for capturing standards, destroying troops etc.
NOTE: DO NOT ADD EXTRA POINTS FOR GENERAL SURVIVING OR KEEPING YOUR OWN BANNER ETC.
The one other change is that a table quarter are worth 200 victory points, not 100. This reflects the higher importance of controlling the battlefield. In a triangle battlefield, you may like to try table triplets rather than table quadrants.
Additional special rules:
You may want to use some additional special rules to make the game even more unpredictable.
It is never fun to have two armies team up to bash up your army. Having two teams team up on one in a 3-way battle is not fun. In bigger battles however, like 5-way battles, you might want to form alliances to get the upper hand. But this scenario is not about teaming up, it’s about total domination. Look at it another way, your ally is a potential threat to you winning.
Modified magic rules to suit multiple-army battles
The casting wizard gets more base dice because there will be more targets and so harder to cast. In a 3-way battle, you get 1 more base dice. In a 4-way battle you get 2 more base dice etc. A formula:
Dice= Numbers of opponents +1
Other players can ‘share’ power. One player may donate his dice to the casting player. The number of dice he donates cannot exceed the number of dice the casting player already has. E.g. his magic pool cannot expand more than double. Once the casting player casts a spell, another player may donate his dice to the casting player. But the same restriction applies, the caster’s magic pool cannot expand to more than double. E.g. 2 dice left after casting one spell, cannot receive more than one dice. Each player is only allowed to donate once. Makes magic too powerful? Consider this:
You give the player your dice. He uses your dice to cast a spell on you. You have little dice left, little chance of dispelling. Heh heh heh. That’s one incentive not to help your enemy. However… look at the advantages of helping your enemy
Will he help you? Or fry you?
Only one dispel is allowed, but unlike normal dispelling, two players may team up to dispel. All rules that apply to casting also apply to dispelling. E.g. donating dice, cannot exceed double etc.
Let’s look at the disadvantages and advantages. Firstly disadvantages-
You donate 3 of your dice to your buddy, the caster decides to cast a spell on you. You have one dice left. You can only get 1 extra dice from the other players max. If you can get the dice, you have two dispel dice. Another player decides to help the caster, the caster rolls his maximum number of dice allowed for his wizard, and you have very little chance of dispelling.
Hope you like it. E-mail me if you want to make any suggestions.
Written by: Y.T. Kho