Author |
Message |
|
|
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
|
2021/01/20 20:49:14
Subject: Re:It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Storm Trooper with Maglight
|
The one thing I've been kind of wondering on is the best way to rejigger Imperial Guard orders to work in AA. Most buffs are easy - if you activate unit and end up under aura, you have the buff, or if you need to use psychic power, activate psyker first. How does one do orders though? Currently you use them in the shooting phase and it lets other units do a thing. Best I could think of is activate leader first and you select X units that receive orders on their turn, or popping an order allows you to activate X units out of sequence who then get their turn / order. Are there other, more elegant fixes out there?
|
|
|
|
2021/01/20 20:56:08
Subject: Re:It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Longtime Dakkanaut
|
kurhanik wrote:The one thing I've been kind of wondering on is the best way to rejigger Imperial Guard orders to work in AA. Most buffs are easy - if you activate unit and end up under aura, you have the buff, or if you need to use psychic power, activate psyker first. How does one do orders though? Currently you use them in the shooting phase and it lets other units do a thing. Best I could think of is activate leader first and you select X units that receive orders on their turn, or popping an order allows you to activate X units out of sequence who then get their turn / order. Are there other, more elegant fixes out there?
Depending on the AA format used, some sort of command phase could be preserved. Orders and other similar buffs could be issued at this point.
|
|
|
|
2021/01/20 21:00:57
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Gore-Soaked Lunatic Witchhunter
|
If you did a "chunked" AA (each player divides their army as equally as possible into an equal number of chunks, then alternates activating those) making the Guard officers issue orders to their own chunk is fairly trivial.
|
|
|
|
|
2021/01/20 21:03:53
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Battleship Captain
|
The exact solution depends on what system of AA you choose and any other changes you make to rules.
For example, you could say that when a character activates they can activate alongside 1-2 other units within 6" as part of a single activation, just tie orders into this.
I actually think something like this is necessary if you continue to count characters as entirely separate units to the rank and file.
|
|
|
|
2021/01/20 22:10:47
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Longtime Dakkanaut
|
What's the problem with Guard orders? In the BA style tokenhammer we usually play them like any other buff spells or powers that can be thrown around. When the officer activates, they throw the order on a unit. When the unit activates, it executes the order in the appropriate phase as normal.
Nothing about this is complicated in practice.
|
|
|
|
|
2021/01/20 22:23:40
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Storm Trooper with Maglight
|
Sherrypie wrote:What's the problem with Guard orders? In the BA style tokenhammer we usually play them like any other buff spells or powers that can be thrown around. When the officer activates, they throw the order on a unit. When the unit activates, it executes the order in the appropriate phase as normal.
Nothing about this is complicated in practice.
I was guessing something along those lines. I was just kind of curious how people implemented them since it takes place specifically in the shooting phase and is in default terms automatically has the unit ordered do its thing. Like I said, most other buffs are immediately self explanatory to me since it is "are you in buff radius" or "did you activate psychic power on unit" or the like, orders just seemed slightly different and I was curious what the easiest, or best work around was for them.
|
|
|
|
2021/01/20 22:27:33
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Battleship Captain
|
Sherrypie wrote:What's the problem with Guard orders? In the BA style tokenhammer we usually play them like any other buff spells or powers that can be thrown around. When the officer activates, they throw the order on a unit. When the unit activates, it executes the order in the appropriate phase as normal.
Nothing about this is complicated in practice.
When you use this Bolt Action system, do you use any mechanics to allow Characters to bring units along with them?
Without it, I can see it being all but impossible to manoeuvre with characters as they'll just get caught out of "Look Out Sir" and killed.
|
|
|
|
2021/01/21 00:27:41
Subject: Re:It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Confessor Of Sins
|
kurhanik wrote:The one thing I've been kind of wondering on is the best way to rejigger Imperial Guard orders to work in AA. Most buffs are easy - if you activate unit and end up under aura, you have the buff, or if you need to use psychic power, activate psyker first. How does one do orders though? Currently you use them in the shooting phase and it lets other units do a thing. Best I could think of is activate leader first and you select X units that receive orders on their turn, or popping an order allows you to activate X units out of sequence who then get their turn / order. Are there other, more elegant fixes out there?
Is there really much need to rejigger Imperial Guard Orders? Only two of the 15 orders require immediate action upon being assigned ( Move! Move! Move! and Fix Bayonets!), the rest giving an effect "until the end of the phase". The question is do Officers issue orders when they activate or are all orders issued at the beginning of the Shooting Phase before any shooting is performed? If the former, let those two orders be resolved immediately. Otherwise, change them to be when the ordered unit is selected to shoot, instead do X.
|
|
|
|
2021/01/21 10:44:50
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Fireknife Shas'el
Lisbon, Portugal
|
kirotheavenger wrote: Sherrypie wrote:What's the problem with Guard orders? In the BA style tokenhammer we usually play them like any other buff spells or powers that can be thrown around. When the officer activates, they throw the order on a unit. When the unit activates, it executes the order in the appropriate phase as normal.
Nothing about this is complicated in practice.
When you use this Bolt Action system, do you use any mechanics to allow Characters to bring units along with them?
Without it, I can see it being all but impossible to manoeuvre with characters as they'll just get caught out of "Look Out Sir" and killed.
Just activate your other units in a way that your character won't be too far from them. Or use terrain to your advantage.
SW Legion has no character protection and they work just fine.
|
AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion & X-Wing: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
|
|
|
2021/01/21 10:48:44
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Battleship Captain
|
I don't know much about Star Wars Legion to comment, but what about jump pack units in 40k?
Especially now that Look Out Sir requires you to be within 3", the only way my jump pack units can continue to protect a character during a movement is if they string out in a ridiculous line, and with new coherency rules even that's not so viable. TBH it's already incredibly difficult to protect your characters just from charging, let alone the movement as well.
Or if you move the character first, he can't move up to where his unit is going to be because that'll put him way out in the front.
The problem is significant even with a 6" move, with a 12"+charge it's horrific.
|
|
|
|
2021/01/21 14:17:46
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Longtime Dakkanaut
|
kirotheavenger wrote:I don't know much about Star Wars Legion to comment, but what about jump pack units in 40k?
Especially now that Look Out Sir requires you to be within 3", the only way my jump pack units can continue to protect a character during a movement is if they string out in a ridiculous line, and with new coherency rules even that's not so viable. TBH it's already incredibly difficult to protect your characters just from charging, let alone the movement as well.
Or if you move the character first, he can't move up to where his unit is going to be because that'll put him way out in the front.
The problem is significant even with a 6" move, with a 12"+charge it's horrific.
GW had a fairly easy answer to your problem in the past. Characters could join units and the wound allocation system prevented the sniping of your heroes. The only way to remove the character from play was to drown his corresponding unit in fire.
|
|
|
|
2021/01/21 14:29:37
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Battleship Captain
|
Strg Alt wrote: kirotheavenger wrote:I don't know much about Star Wars Legion to comment, but what about jump pack units in 40k?
Especially now that Look Out Sir requires you to be within 3", the only way my jump pack units can continue to protect a character during a movement is if they string out in a ridiculous line, and with new coherency rules even that's not so viable. TBH it's already incredibly difficult to protect your characters just from charging, let alone the movement as well.
Or if you move the character first, he can't move up to where his unit is going to be because that'll put him way out in the front.
The problem is significant even with a 6" move, with a 12"+charge it's horrific.
GW had a fairly easy answer to your problem in the past. Characters could join units and the wound allocation system prevented the sniping of your heroes. The only way to remove the character from play was to drown his corresponding unit in fire.
Oh definitely, and I wish we could return to that system.
Although you'd need to be careful to avoid the whole Smashfether gimmick again, but that shouldn't be too hard (putting Look Out Sir before any saves would be a good start or dropping it entirely).
It's how Grimdark Future does it too.
My question/concern was specifically regarding just dropping Bolt Action's AA system into 40k as-is.
|
This message was edited 1 time. Last update was at 2021/01/21 14:45:33
|
|
|
|
2021/01/21 14:31:19
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Norn Queen
|
Again, expand heroic intervention to function as part of activations. You activate a unit you can activate a character within 3" along with that unit. Now the cryptek comes with the warriors. The fireblade stays with his firewarriors. The Prime stays with his warriors. And so on.
|
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
|
|
|
|
2021/01/21 14:40:43
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Longtime Dakkanaut
Maryland
|
kirotheavenger wrote: Sherrypie wrote:What's the problem with Guard orders? In the BA style tokenhammer we usually play them like any other buff spells or powers that can be thrown around. When the officer activates, they throw the order on a unit. When the unit activates, it executes the order in the appropriate phase as normal.
Nothing about this is complicated in practice.
When you use this Bolt Action system, do you use any mechanics to allow Characters to bring units along with them?
Without it, I can see it being all but impossible to manoeuvre with characters as they'll just get caught out of "Look Out Sir" and killed.
Yes, there's a mechanic in Order Dice games, usually called "Snap To" or "Follow". It allows an officer/character to activate, and then draw dice for a number of units in a certain command radius to activate them as well. In BA, for example, a 2nd Lieutenant can draw 1 die for a unit within 6", while a Captain can draw 3 dice to give to units within 12".
|
|
|
|
|
2021/01/21 20:18:17
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Longtime Dakkanaut
|
kirotheavenger wrote: Strg Alt wrote: kirotheavenger wrote:I don't know much about Star Wars Legion to comment, but what about jump pack units in 40k?
Especially now that Look Out Sir requires you to be within 3", the only way my jump pack units can continue to protect a character during a movement is if they string out in a ridiculous line, and with new coherency rules even that's not so viable. TBH it's already incredibly difficult to protect your characters just from charging, let alone the movement as well.
Or if you move the character first, he can't move up to where his unit is going to be because that'll put him way out in the front.
The problem is significant even with a 6" move, with a 12"+charge it's horrific.
GW had a fairly easy answer to your problem in the past. Characters could join units and the wound allocation system prevented the sniping of your heroes. The only way to remove the character from play was to drown his corresponding unit in fire.
Oh definitely, and I wish we could return to that system.
Although you'd need to be careful to avoid the whole Smashfether gimmick again, but that shouldn't be too hard (putting Look Out Sir before any saves would be a good start or dropping it entirely).
It's how Grimdark Future does it too.
My question/concern was specifically regarding just dropping Bolt Action's AA system into 40k as-is.
GW wouldn't need help from Bolt Action. I just implemented the AA system from SPACE MARINE (90s tabletop game) along with it's order system (First Fire, Advance & Charge) into my 40K games. Just a little bit of homebrew rules were added to that mix and voila, a very satisfying gaming experience could be accomplished.
Have you checked out my BatRep by now?
|
|
|
|
2021/01/21 20:44:14
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Battleship Captain
|
I have, but it didn't seem to talk about the actual mechanics of the system that you used much.
|
|
|
|
2021/01/21 22:45:56
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Longtime Dakkanaut
|
kirotheavenger wrote:I have, but it didn't seem to talk about the actual mechanics of the system that you used much.
Well, you need to understand that I won't write down the entire ruleset which I used because they were already included in the Rulebooks from 3rd-6th. However if you want to copy specific rules in your games (e. g. Order system, Overwatch, Actions, Suppression) you could message me in those BatRep threads.
|
|
|
|
2021/01/23 10:47:56
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Fireknife Shas'el
Lisbon, Portugal
|
kirotheavenger wrote:I don't know much about Star Wars Legion to comment, but what about jump pack units in 40k?
Especially now that Look Out Sir requires you to be within 3", the only way my jump pack units can continue to protect a character during a movement is if they string out in a ridiculous line, and with new coherency rules even that's not so viable. TBH it's already incredibly difficult to protect your characters just from charging, let alone the movement as well.
Or if you move the character first, he can't move up to where his unit is going to be because that'll put him way out in the front.
The problem is significant even with a 6" move, with a 12"+charge it's horrific.
SW Legion uses a movement system based on articulated rulers, with 3 different sizes. The fastest one (size 3) is more or less 9"; however, in SW Legion the base is added to the movement - thus, as most infantry units is on 27mm bases, those using size 3 movement rulers (generally, jump pack units) will move almost as far as 12".
|
AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion & X-Wing: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
|
|
|
2021/01/23 16:20:05
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Longtime Dakkanaut
Annandale, VA
|
Vector Strike wrote: kirotheavenger wrote:I don't know much about Star Wars Legion to comment, but what about jump pack units in 40k?
Especially now that Look Out Sir requires you to be within 3", the only way my jump pack units can continue to protect a character during a movement is if they string out in a ridiculous line, and with new coherency rules even that's not so viable. TBH it's already incredibly difficult to protect your characters just from charging, let alone the movement as well.
Or if you move the character first, he can't move up to where his unit is going to be because that'll put him way out in the front.
The problem is significant even with a 6" move, with a 12"+charge it's horrific.
SW Legion uses a movement system based on articulated rulers, with 3 different sizes. The fastest one (size 3) is more or less 9"; however, in SW Legion the base is added to the movement - thus, as most infantry units is on 27mm bases, those using size 3 movement rulers (generally, jump pack units) will move almost as far as 12".
Wouldn't that be 9" move + 1.06" base = 10.06" total movement? Or am I misunderstanding how it works?
RE: Characters moving with units, I agree with the suggestion for Heroic Intervention to be reworked into allowing you to activate when a nearby unit is activated. Meshes well with the existing rules, allows character protection to exist.
|
|
|
|
|
2021/01/23 18:45:21
Subject: It Pains Me to Say This: 9th Edition Alternating Activation - This Is The Way
|
|
Calm Celestian
Windsor Ontario Canada
|
Actually, Star Wars Legions does have a bodyguard rule, known as Guardian. Characters with a command slot can take this upgrade, some units also have it as well.
As for my thoughts on AA, I really do love it. It offers counterplay and it makes the game far more interesting. I am not waiting who knows how long for my opponent to finish their turn. The whole game I am interacting. I have gotten some of my 40k friends to play Legion and they fell in love with the basic rules. We are now trying to come up with a way to use the Legion AA rules in 40k.
|
|
|
|
|