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Subject: Tactical WWII Games for Three Players rss

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Mike M
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I am looking for suggestions on tactical level WWII games that are good with three players. A game where it would be easy to divide up one side amongst two players and both of them still have a full experience. I play a number of tactical games with my oldest son, but my youngest is interested in getting involved now, so a lot of our wargaming will be with three players now.

My favorites, Combat Commander and Fighting Formations aren't really suitable for this. It seems Panzer would work, but I am going to have to wait for the reprint.

Any suggestions?
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Jason Cawley
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I can confirm from experience that Panzer is great at this. Simultaneous hidden orders for each unit or small formation naturally lend themselves to having teams of players, each commanding a platoon or two, etc.

Conflict of Heroes can also work, though the teams tend to operate as teams, less separated than in Panzer. It is very interactive, lots of back and forth. You just have one team member make all decisions for "his" units. They have to argue with each other over who gets the "next action", though (lol).
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Colin Raitt
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Conflict of heroes has several scenarios designed for 3 players.
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Rosecrans man
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Re: Tactical WWII Games for Three Playerss
Some of the larger games from The Gamers' TCS will easily accommodate three players. Examples would be Omaha (which covers the 1st Division's sector of Omaha Beach on the first couple days of the invasion), Black Wednesday (the Nazi controlled Spanish Blue Division versus the Soviets at Krasni Bor in early 1943), Hunters From the Sky (Nazi invasion of Crete), Leros (Nazi invasion of the Dodocenes in November 1943) and Matanikau (Guadalcanal 1942- 1943).

Units are platoons and MG and mortar sections. Vehicles used to be individual vehicles (until recently).
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Kent Reuber
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In any Sicily game (or D-Day for that matter), you could have separate British and American players.
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CPBelt
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Conflict of Heroes works. I've played it up o 4 players at a con.

May I also suggest Heroes of Normandy? Technically, you would need another army box (or so says the rules--American, Brit, and German) but IMO you could play a larger scenario 2 v 1 with the base box. I bet it would appeal to your sons as well. IMO it would be a good game for them to play against each other w/o dad.
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Rusty McFisticuffs
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TDMD wrote:
The Gamers' TCS

I haven't played it, but Screaming Eagles in Holland has a scenario where the Germans are split into two groups which are out of communication with each other.
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Roger Hobden
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Most tactical WWII games can be adapted for 3-4 players.

With Panzer, it does indeed play beautifully with 3 people.

It's worth it to take a look at La Bataille de France, 1940, a very good tactical game that emphasizes realistic command control and unit integrity.

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Mike M
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Thanks for all the suggestions!

I am thinking Panzer may be the standout. I like that it covers multiple fronts and forces. Wish I didn't have to wait months for the reprint!

We have a lot of fun with Federation Commander, since it allows us to pick a point value, each grab some ships, and have a battle of whatever size we want depending on how much time we have.

Does Panzer lend itself to doing things that way? I see point values in the Playbook.
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Eddy Sterckx
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kentreuber wrote:
In any Sicily game (or D-Day for that matter), you could have separate British and American players.


Indeed - we played MedWar Sicily recently with 3 players - worked very well
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Rosecrans man
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kuhrusty wrote:
TDMD wrote:
The Gamers' TCS

I haven't played it, but Screaming Eagles in Holland has a scenario where the Germans are split into two groups which are out of communication with each other.


As I recall now, when I play tested the game at Homercon years ago that was scenario I played.
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Jason Cawley
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"it allows us to pick a point value, each grab some ships, and have a battle of whatever size we want depending on how much time we have. Does Panzer lend itself to doing things that way?"

Sure. But it is just as easy and often more historical to just pick side forces as realistic maneuver elements, ignoring point values. US gets a Sherman platoon and an armored infantry platoon; Germans get an infantry platoon, HMG team added, and a couple of towed guns. It doesn't need to be symmetric, and situations are tactically much more interesting if they aren't.

Point values only tends to encourage "cherry picking" of the strongest armor. Symmetric forces encourages tactical "mashing like on like", exchanges. Asymmetric and historical forces from different branches or division types are generally a lot more interesting tactically.
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James Horton
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All though you did not say the ages of your sons I am guessing they are young. If you want a game that is easy for your sons to learn but challenging enough for you, try Tide of Iron. The miniatures should also appeal to your sons.



Each scenario in the Tide of Iron series is divided up for 2 to 4 players (for the most part). You can see the rules and scenarios of the game at this http://1agames.com/tide-of-iron/ web site. The rules in the next wave version are for you as it will introduce them as you go. Starting off with basic rules and adding more rules as you go.



Hope this helps.
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Allen Dickerson
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Here's a thought:

Try Air Force/Dauntless, with one side having bombers and escort (two players) and the other side interceptors. You could easily create scenarios for almost any phase of WWII, in any theatre, and find good subject matter.
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Paul Amala
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I'll second the Panzer (second edition) series. Also works with Advanced Squad Leader. Miniature gaming also works just great.
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Leonardo Martino
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We Were Brothers lends naturally to multiplayer games... you might want to check it
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Rosecrans man
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It just occurred to me that a good game for a three player game would be the recently released Day of Days. It is part of the SCS group of games from MMP, meaning it's one of their easiest series to play yet they remain reasonably true to history. The series rule book is only about 8 pages long. The game specific rules are another 8 pages. The rest of that book is scenario set up and designer and developer notes.

It covers the first ten days of the Normandy Campaign. The units are companies, each hex represents 700 meters. The Allied players 2 of them are restricted to their beach areas (the American player is allowed to link Omaha and Utah, but they're likely going to have to fight hard for it by a single wily Getman opponent. It being Normandy, the terrain types are primarily light bocage, heavy bocage and good tank country in the British sector. Other than the Americans being allowed to link up Omaha and Utah, the British (CW, actually) can do likewise on their two maps as they head for Caen. Both sides are restricted to moving a set finite number of units based upon allotted command points, which increase based partly on history and partly on performance (if the Americans take Carentan). Looks ideal for people trying to learn tactical Wargaming in a relaxed set of rules.
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