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2008/11/24 21:07:59
Subject: Re:Mixing up Movment, Shooting , and Assault.
Most games that use alternating unit activation use simple counters .
EG
Counter letters/ Order/ action set.
'A' Advance= move then shoot.
'D' Double = move then move.
'E' Evade= shoot then move.
'F' Fire support= ready and shoot(fire to full effect).
Start of turn place 'unit order' counters (face down).
Then the players take turns 'activating' individual units.
Compared to the total bordom of watching you opponent move then shoot then assault while you just roll saves and remove casualties.I find this level of interaction far more engageing.
OR alternativley.
Alternating Phases.
EG
Player A moves.
Player B shoots.
Player A assaults.
Player B Moves.
Player A shoots.
Player B assaults.
Or let a player assign singular actions to ALL units then let the opponent do the same.
Player A first action.
Player Bs first action
Player As second action.
Player Bs second action.
(Players roll off for initiative at the start of each game turn)