Kingmaking is largely unavoidable in any game with more than two players. While this varies a bit (games like Puerto Rico and Small World hide points to keep players guessing), ultimately your best bet is to try not to piss anyone off while forwarding your agenda. This is probably Khorne's greatest weakness, as he relies on hurting other players. I rarely see a kingmaker crown Khorne.
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited April 2011
Last game I played Khorne they let me win.
Mostly because Tzeentch had spent the whole game being a bigger dick than I had xD
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El SkidThe frozen white northRegistered Userregular
Kingmaking is largely unavoidable in any game with more than two players. While this varies a bit (games like Puerto Rico and Small World hide points to keep players guessing), ultimately your best bet is to try not to piss anyone off while forwarding your agenda. This is probably Khorne's greatest weakness, as he relies on hurting other players. I rarely see a kingmaker crown Khorne.
The thing about Khorne is he isn't a SURE thing.
People who are trying to win can often put their pieces where Khorne can hit them because there's a 1/16 chance that he'll miss their pieces vs a 0% chance to win if they don't try.
This allows Khorne to win 15/16ths of the time in that scenario- So not deliberate kingmaking, but "if I don't try I can't possibly win" can certainly help Khorne.
You guys can also thank the Changer of Ways for eliminating the tiny chance of an Old World Victory.
Battles
This is a huge battle phase, so let's do things by region. Roll in the order listed, and wait for all rolls in a region to be finished before rolling for another.
Norsca: Four Dice Five Dice (Figures +1 Defense) Three Dice
Troll Country: One Die
Kislev: Four Dice
Tilea: Two Die One Die Cultists are 0/2
Tilea, Reborn in Blood: Surviving units roll again, if any.
The Border Princes: Five Dice Cultists are 0/2. One cultist is immune to hits.
The Badlands: Two Dice Three Dice Cultists are 0/2. One cultist is immune to hits.
Reminders
-You must assign all applicable hits.
-You can ONLY assign lethal hits. No more, and no less.
-You do not have to assign hits perfectly. If you have spare hits that cannot kill anything, they just don't go anywhere.
-Lethally Hit units still roll.
-You cannot assign hits to something that has been lethally hit.
Khorne to begin with his roll in Norsca.
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El SkidThe frozen white northRegistered Userregular
edited April 2011
Things have started off....poorly for the Blood God.
Posts
Had to rebuild board. Please point out any errors.
Tzeentch is next.
0/8 PP
SHAZZAM BITCHES
0/6 PP
We're gonna have a rumble toniiiiiight...:whistle:
Tzeentch is next.
Lord of Change to The Badlands, 2/6 PP remaining.
It brings tears of joy and rage to his eyes!
Mostly because Tzeentch had spent the whole game being a bigger dick than I had xD
The thing about Khorne is he isn't a SURE thing.
People who are trying to win can often put their pieces where Khorne can hit them because there's a 1/16 chance that he'll miss their pieces vs a 0% chance to win if they don't try.
This allows Khorne to win 15/16ths of the time in that scenario- So not deliberate kingmaking, but "if I don't try I can't possibly win" can certainly help Khorne.
Slaanesh @ 2/9 PP
EDIT THAT IS ILLEGAL
HORROR TO TILEA 0/6
Slaanesh @ 0/9PP
Whoever wins, good game gentlemen.
Don't start the fireworks without me!
All that blood is sitting there, just waiting to be spilled!
The board after the summoning phase.
You guys can also thank the Changer of Ways for eliminating the tiny chance of an Old World Victory.
Battles
This is a huge battle phase, so let's do things by region. Roll in the order listed, and wait for all rolls in a region to be finished before rolling for another.
Norsca: Four Dice
Five Dice (Figures +1 Defense)
Three Dice
Troll Country: One Die
Kislev: Four Dice
Tilea: Two Die
One Die
Cultists are 0/2
Tilea, Reborn in Blood: Surviving units roll again, if any.
The Border Princes: Five Dice
Cultists are 0/2. One cultist is immune to hits.
The Badlands: Two Dice
Three Dice
Cultists are 0/2. One cultist is immune to hits.
Reminders
-You must assign all applicable hits.
-You can ONLY assign lethal hits. No more, and no less.
-You do not have to assign hits perfectly. If you have spare hits that cannot kill anything, they just don't go anywhere.
-Lethally Hit units still roll.
-You cannot assign hits to something that has been lethally hit.
Khorne to begin with his roll in Norsca.
Battle dice for Norsca (4d6.hitsopen(4,6)=1) hit. At least I got a peasant?
Battle dice for Kislev (4d6.hitsopen(4,6)=3) hits. Too bad I can't kill that hero too- one peasant dead.
Battle dice for Tilea- Round 1 (2d6.hitsopen(4,6)=1) hit. Boooo- I dont think I'm allowed to assign a damage to a seductress, so assuming that's true I kill a peasant.
Tzeentch gets to roll before the second battle round, I believe...
Peasant Blood for the Blood God!
Kill a Seductress.
That horror is a beast!
There's still one seductress standing, surely.
Shouldn't make a difference in the grand scheme of things.
Wow...the dice gods are fickle today...Nothing to kill