Post by gjnoronh on Dec 6, 2017 21:31:01 GMT
The issue I'd suggest minimizing number of characters in a large game is scaling and data management. You can make a 2000 point unit in a 30K battle and it doesn't entail much more data management then a 200 point one. It's one brick on the table that you will pool wounds off of, and take break tests for there's must more ranks for steadfast. Most units can just scale up in size under 8th.
Characters however really cap out in value and don't scale in bigger games. Your heroes are going to be 100-200 points each in regular sized game and the same in a 30,000 point game. So people are tempted to take lots of them call that number X it might conceivablybe 15 times the number in a 2K game. But each is it's own wound pool, stat line, and possible magic item list that you have to remember and manage during the game so now you have X number of extra bits .
You also then have X number of individually moving models that can act as road blocks, need individual movement measurement etc gumming up the game.
The cool thing about giant games is the epic size of massively regiments flowing over a massive table. TThat incredible clash of a brick of 1000-2000 points hitting another one. The bad thing about a giant game is the fact the tabletop management hassles largely scale with the number of points. Lots more to move on the table lots more to keep track of. Keep it simple and focused on massive units and a handful of awesomely powered world shaking characters (or just very limited characters if you want it to be focused on the units.)
Characters however really cap out in value and don't scale in bigger games. Your heroes are going to be 100-200 points each in regular sized game and the same in a 30,000 point game. So people are tempted to take lots of them call that number X it might conceivablybe 15 times the number in a 2K game. But each is it's own wound pool, stat line, and possible magic item list that you have to remember and manage during the game so now you have X number of extra bits .
You also then have X number of individually moving models that can act as road blocks, need individual movement measurement etc gumming up the game.
The cool thing about giant games is the epic size of massively regiments flowing over a massive table. TThat incredible clash of a brick of 1000-2000 points hitting another one. The bad thing about a giant game is the fact the tabletop management hassles largely scale with the number of points. Lots more to move on the table lots more to keep track of. Keep it simple and focused on massive units and a handful of awesomely powered world shaking characters (or just very limited characters if you want it to be focused on the units.)