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| HeroScape General Discussion: General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. | |||||||||||||
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#1
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Keeping team play balanced
We have discussed turn order for team based play a number of times.
I believe someone even emailed Hasbro about it. My question is: How, if at all, do you guys balance team play after someone is eliminated? I have found that in team games once a teamate is eliminated the opposing team has a decided advantage in number of turns. This generaly leads to victory for the bigger remaining team, except in rare cases. |
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#2
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i dont believe it should be balanced mid game, if one person got wiped out, his teammates shouldnt get compensated for it
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#3
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I agree with OPrime - "I have found that in team games once a teamate is eliminated the opposing team has a decided advantage in number of turns"
I would assume this would be one of the tactics a team could use against another team to get an advantage in rolls |
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#4
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Then again, that is part of the winning and losing concept. Don't get eliminated if you don't want your team unbalanced.
This means that in drafting you want to make sure that each team member has units with some staying power and aren't just support for the other team member. By the time one person is completely eliminated it seems that the game would have progressed far enough that the 2 army team may have some weaknesses. |
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#5
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Ya I just think the game should work that way, if a person gets eliminated, then should the other team get a disadvantage because they can only move three of either teams guys? Or should the other player get rewarded by going six turns when he couldnt even help his teamate survive? I'll answer this, no. Thats the way it should be.
great traders: Hilo-scaper and NEMT |
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#6
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Quote:
The members of your team have to work together to ensure this will not happen soon and preferably to the other team first. You have to work as a team, not individuals protecting their own butt/figs/fun. If you do fonction as a team, the first player eliminated (on either side) will fall when the game is approaching the end. Things you might have missed in the rulebook: Figures can't pass through friendly engaged figures. Figures can't attack themselves. SITE D'HEROSCAPE FRANCOPHONE, C'EST PAR ICI |
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#7
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Hmm, I think this brings up a pretty good stategy. Focus fire on one person until all (or most) of his/her army is eliminated, so your team has a higher number of turns towards the end of the game.
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#8
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Quote:
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#9
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Going to have to agree with Bunjee on this one. Its part of the game and strategy of team games.
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#10
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I agree that if a player is eliminated then that's that. But I do understand how this can be a problem. The main thing is fun and if the game is still going but it's 2 against 1 that can take some fun out. I wouldn't give the lone player 3 extra turns but maybe make the X marker into turn 4. This should bring a little balance without rewarding too much.
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#11
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agreed.
I purposely worded my post so my point of view remained ambiguous. I have not, nor will I, alter the turn markers in team play. Although the thought did cross my mind, because I sometimes play with my 3 kids 2 vs 2 (usually pairing the youngest with me) and I hate to gang up on the remaining child (assuming of course Im winning I was curious about others thoughts on the question. |
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| HeroScape General Discussion: General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. | |||||||