January 16, 2025, 09:59:09 PM

Author Topic: New players & balance  (Read 2676 times)

Offline Hammerskelp

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New players & balance
« on: March 18, 2015, 10:09:49 AM »
Some thoughts as I put effort into growing Warmaster interest locally.

When it comes to introducing new players, 'burnt-hand-teaches-best' doesn't work for everyone.
If you have a collection of people all learning the rules but some slightly ahead of others, how best to keep everyone engaged?

I've been in campaigns where the more successful you were, the bigger your army was (laden with battle honours). Lesser mortals were crushed by the best players.

As an alternative, I'm looking at an informal 'campaign' that just barely links games together enough to put battles in some context. 
Given the irregular nature of modern playing habits the map part will be faction on faction instead of individual players each having their own territory. This makes it much easier to accommodate player availability on any given game-night.

As a self balancing mechanism, I'm thinking that every time you break an opponent your total army size reduces by 50pts for next game. (If your army breaks, you add 50pts next time, up to a max of 2000pts.)
The individual 'leader' will be the player with the smallest army.  :)
(Easily justified in the fluff. As the most successful general conquers more territory he has to provide troops for: garrison duties, protecting supply lines and the gradual attrition of campaigning in the field.)

Has anyone else encountered this and tried a balancing mechanism?

Regards
Hammerskelp

Offline Lex

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Re: New players & balance
« Reply #1 on: March 18, 2015, 10:34:30 AM »
Nope, but it sounds interesting

Offline Geep

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Re: New players & balance
« Reply #2 on: March 18, 2015, 11:51:21 AM »
Not a problem I've encountered, but it's an idea I've thought of before. The only issue is that winning a game can then become demoralising as you lose points- you need a counter-mechanism, like "Campaign Points". They don't mean anything in-game, but every game you win gives you X Campaign Points and the leader/winner can point to a growing Campaign Points pool to feel proud rather than a shrinking army (it's purely a morale issue).

Offline jchaos79

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Re: New players & balance
« Reply #3 on: March 18, 2015, 02:23:20 PM »
I would recommend you to take a look to the campaign rules of warmaster ancient armies.

Could be a nice option for your situation.

Offline Aquahog

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Re: New players & balance
« Reply #4 on: March 18, 2015, 05:02:42 PM »
I'll second jchaos79's suggestion. The basic gist of it is that you have territories that provide bonuses such as an extra unit, the ability to deploy som units on another edge of the table etc.  Territories is really only a thematic term, you can see them as bonus cards (with territory names e.g.) The twist is that you're only allowed to use a maximum of three territories in any given battle no matter how many you have. Call it a logistical limitation in the fluff. After a battle the winner randomly generates another territory and then decides between taking that territory or any of the three that the opponent used in the battle. If the winner picks a territory from the losing player than the loser gets the newly generated territory. The first player to reach x number of territories wins.

Offline jchaos79

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Re: New players & balance
« Reply #5 on: March 18, 2015, 05:20:39 PM »
A map is always fun, and maybe a map hooks the newbies.

When we palyed with warmaster armies rules the one who generate a territory place it on the map. It helps to build up fluff. The extension of your territory or the geographical situation of the territores used in each game were no important, but making a correspondence between the cards (territories) and the map is very visual.

We makes slight modification like genral could not lost the upgrade general, but each player can have different armies lead by different generals... and add little detail,

in example



In example. Territory Year 2062

1- BlackFire pass - Mountain pass - 50points
    Conteins: Dark monolith
2- Skull river - River pass - 60points
     Conteins - Piranha in the river
                 -Trolls near the shores
                 - Ponton bridge
3- Nophra Tomb - Village - 80points
     Conteins: - Priestleys Hope, settlement of Reikland colonies
                   - Militar garrison left by REikland Imperial army

4- Minks princips - steppe - 55 points
Contenis: - Novodevichy cementery
               - Sigmar shrine

and so on....
« Last Edit: March 18, 2015, 05:26:58 PM by jchaos79 »

Offline Stuart Bleything

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Re: New players & balance
« Reply #6 on: March 30, 2015, 08:47:22 AM »
Looks great , and I like and agree with the concept .

Stuart