6 versus 2 Variant

Egomaniac Sentient Robotics Factory Omnitron unleashed the ultimate weapon against the heroes today... a copy of himself!!

We had 6 players again today for our game day so we decided to go with the 6v2 variant again. This time the Freedom Six took on Omnitron AND Cosmic Omnitron at the same time. It worked great... mechanically.  Gamewise we got killed!! Originally we tried to be cute and count all drones on both sides for each side's effect, but that proved to be way too tough really fast, so we went back to treating each villain individually.  We still lost though as the barrage of drones and components was pretty crazy, but it was a really good fight.

We kept trying to turn as many people as we could away from Cosmic Omnitro whenever he was in his Sentient Dropship side, but that proved more difficult than we thought and the blind-side bonuses against heroes with their back to him was too much. We did have to enact a rule that H couldn't drop below 3, regardless of how many heroes were facing him (otherwise his damage wouldn't work), that's probably a rule that we will carry over to all 6v2 games.

We also played one game against both Baron Blades.  Our justification story was that the Baron had created a robotic replica of himself to wreak havoc in the land.  The heroes would have to fight both until they could figure out which one was the fake one, or destrpy them both if they couldn't figure it out.  We made up an elaborate system for determining which one was the fake one:

At any time either of the Barons' HP was reduced to 10 points from the previous ID check, any one hero could use one phase in their turn to do an ID check on the Baron he/she was facing.  The ID check simply consisted of flipping a coin.  If it came up heads, that Baron was real, if it came up tails, he was fake.  However, the Baron is a crafty one so one check alone would not do the trick... you had to collect 3 positive ID checks (heads) to confirm he was the real deal... AND, if you at any point collected 3 negative ID checks (tails), then you would have activated the self destruct sequence of the fake Baron and would have 1 round to either flip him or destroy him or you'd lose the game (I know, we made it overly complicated... but we tend to get carried away when setting up these convoluted scenarios).

Anyway... long story short,  we blew up the fake Baron and all died. Haha. It was a good time, though... but maybe it was the booze...

I might compile the 6v2 rules we have come up with into one pdf and set it up at Spiff's site (since he ha sbeen gracious enough to host my files)... also, I made dividers for the Bomber Blade and Cosmic Omnitron decks which I'll be sending to Spiff as well incase anyone wants to keep separate decks for those two.

I bet Omni-10 could have had a good time against both Omnitrons...Self-Sabotage, anyone? :D

I would love a PDF of it since it is bound to happen... either when we have 6 people who wanna or when 3 of us wanna play 2 characters (I really like playing 2 characters).

 

Honestly I think Ambuscade is made to be a second villain, thematically he is a mercenary and honesty he is not the toughest guy out there. Mrs. Information fits the same bill but might be fairly tough as a support villain.

 

I think a lot of villains could have a "support" mode, kind of like an advanced mode, that would lend itself more to collaborating with another world conquering tyrant.

OK, here's the (draft) rules for my 6 v 2 Epic Sentinels variant.

Last time we played this we added the changing turn order mechanic and it was pretty fun and added to the strategic feel of the game, so I included it in the game.

If anyone feels like giving this a whirl and giving some feedback, that would be awesome.

Thanks.

SotM6v2.pdf (203 KB)

SotM6v2 Markers.pdf (228 KB)

Question- so if a hero moves his turn marker up by skipping a phase of his/her turn, doesn't that mean whoever is one marker in front of him gets their turn marker moved back one, and therefore doesn't get a turn that round, while the hero who moves their turn up gets to move twice? When there are 9 total turns (including environment), that seems like it could get pretty boring for a hero whos turn is skipped, since there would be what,18 turns of them doing nothing? I assume there was a way you guys dealt with that issue when you were playing. Other than that, this variant looks cool! 

If you are moving your turn up, then that means whoever's spot you take has already played their turn this round, so the order change will affect the next round... so no one gets skipped in any round. That's part of the reason why you can't move down the turn order. 

For example. If I am Hero 3 and I skip a phase to move up to the Hero 1 position, then the previous Hero 1 becomes Hero 2 now and the previous Hero 2 becomes Hero 3. Those two players have already had a turn and Hero 4 will still go next (because I was Hero 3  when I played my turn) so no one's turn is skipped. 

Ohh duh. When I read "to any turn position above his current position" I was thinking it meant moving your turn order up in the opposite direction (like 3 could move towards 6). That was a silly misinterpretation on my part. Thanks for clarifying :).

Thanks for reading and commenting. That's probably something I should clarify in the document, maybe add some examples. 

Tried this tonight, though from memory, so got some things wrong.

 

We set H to five for both villains at all time.

We did not let heroes help each other if they weren't facing the same villain.

We did not increase blindside villain attacks by 1.

We did consider changing the position of heroes.

We did not let heroes choose their starting direction. The three on one side of the table faced one way and the other three faced the other way.

 

We went against Voss and Plague Rat and got utterly destroyed. It wasn't even close to close.

In case anyone's curious, the heroes were Expatriette, Chrono-Ranger, The Scholar, Argent Adept, Haka, and Tempest.

Interesting. I've only had a chance to play this variant twice since I last posted the rules here... and lost both games, thought they were at least close both times. 

I think fixing H at 5 and putting restrictions on the Heroes' ability to help each other might really give a big advantage to the villains. I think I'll try the same villains next chance I get and see how we fare. 

Thanks for giving the variant a whirl and reporting on your experience.