Wednesday, 5 October 2011

How to make a game fair.

That's quite a bold statement, considering we all play a game that depends hugely on the luck of a dice roll.  We've all played games where we make those 5+ invulnerable saves an offensively large amount of the time (I just love flickerfields!).  And similarly we've played in games where 6 of your invincible vanguard veteran, power-weapon-toting squad die because they sprain their ankle in a pile of mud!

There's quite literally nothing you can do about the roll of dice, and if the dice gods are in your favour then you're in with a good chance of winning.  So I want to talk about mission selection.  At the moment you roll a couple of dice at the beginning of the game and in those two awful moments, your dreams could be shattered.  Like playing Deldar against gay knights and rolling pitched battle, kill points and also losing the first turn.

Times like these you've just got to sit back and accept that you're going to be in for a rough ride (or lose your cool and curse the dice gods profoundly).  Now we can all recover from a lucky roll of a 6 on the damage chart which destroys your Land Raider but these two rolls at the beginning of the game have, in my opinion too much of an effect on the game.

So I present an alternative method to begin a game.  Here we go.

1.  First roll off.  Whoever wins this roll chooses game type.  Any special abilities (such as +1 to the dice roll when choosing deployment) are used.

2.  Whoever loses this roll off then gets to decide whether to go first or second, or chooses deployment type.

3.  Another roll off.  Whoever wins this roll then chooses deployment type or whether to go first or second, depending on previous choice made.

Tada!!!  There it is.  A more simple, fair and more enjoyable way of playing a game of 40K.  Yeah, someone's still going to get an advantage, but at least this way you're guaranteed to get something that enables you to stand a fighting chance.

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