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Made in gb
Sneaky Striking Scorpion




South West UK

 Guitarquero wrote:
knas ser wrote:
Loads of fun without extra complexity.


Yet you want to change the points for every single army and unit, to Balance it.

Sounds Complicated.


I'm talking about how it would play. It would not be complicated to play.

What is best in life?
To wound enemy units, see them driven from the table, and hear the lamentations of their player. 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Mike94656 wrote:
Vehicles have their own initiative values that would be assigned.
Tanks like Vindicators and land raiders would be slower
So more likely at I1, other faster vehicles like wave serpents would be I4. In the event of an initiative you're, elect a unit, and dice off.


I think I'd go with:
2 HP vehicles: Init 4
3 HP vehicles: Init 3
4 HP vehicles: Init 2

Fast vehicles add 2.

20000+ points
Tournament reports:
1234567 
   
Made in ca
Nurgle Predator Driver with an Infestation




Brantford, Ontario

Complexity comes from keeping track of what unit has moved shot assaulted w.e. It adds alot more to the game than just going from left to right, etc. I like the idea honestly i do just dont think it could be implemented well in 40k unless you do a complete rule re write.

Xwing's system is perfect with pilot skill which makes the game run very smoothly and simply.

EDIT: it would also makes some armies utterly useless that have low Int/LD (orks/nids/tauish)

This message was edited 1 time. Last update was at 2014/01/22 13:59:11


Iron Warriors  
   
Made in si
Foxy Wildborne







The problem with most forms of alternating activation systems is that players quickly learn to play the system and focus fire on units that haven't activated yet. Making units activate in a predictable order makes it even worse.

My I6 Tyrant hacks apart your I4 Termies before they get to go, ignoring the I1 Land Raider because I know I can blow it up with the Carnifex at I2. Etc...

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

I posted this in another tread but Try this out
Stealth a unit employing stealth to infiltrate enemy lines, cannot fire or be fired upon. Unless subject to a Who go's there call .

A unit within range of a unit employing stealth, May call who go's there at which point both players dice off using 1D6.
If the player employing stealth is successful the unit maintains stealth status. The other player removes 1 model(sentry killed)
If the player calling who go's there succeeds, the stealth unit is subject to normal game play. And can be fired upon. Until contact is broken,
if either unit is destroyed or falls back.



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in gb
Lieutenant Colonel




@lord_blackfang.
I totally agree that without some form of modification alternating unit activation can be 'abused' in the way you stated.
Most alternating unit activation systems have to use a reaction mechanic, or control of activation sequence using phasing/ orders, or randomized selection, or some variation on these themes.

How do you feel about alternating phases?

EG one play takes one action with all units, then the opposing player takes one action with all units.

In the simplest form.
A moves,
B moves.
A shoots,
B shoots.
A assaults,
B assaults.

And players roll off to go first at the start of the turn.

This system can be extended to cover more flexible and tactical options .(Using order counters to allow a wider freedom of action sequences,or alternative phases to represent a more intergrated and reactive game turn.

But the basic system should slot into current 40k rules without too much fuss.IMO.

This message was edited 1 time. Last update was at 2014/01/28 09:25:24


 
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

 knas ser wrote:
 da001 wrote:
knas ser wrote:

It would be better in many ways, but I would not use Initiative, but Leadership. Also I would not do everything in order as for certain army match-ups it would still turn into Your Turn My Turn and removes an interesting tactical choice.

There's a similar approach (so you get the realism and interesting variance between unit types) but which avoids the problems that come with it. Instead of strict initiative or leadership order, it's just regular I Go You Go but allow an interrupt based on the relevant score (Initiative in your case, Leadership in mine). This adds a whole new tactical aspect to the game with knowing that if you move init X (low score) first, you're giving your opponent a chance to squeeze in an extra move before you actually move it. (To be clear only one interrupt is allowed). And it reflects the real benefit of high leadership on a battlefield, This would increase the value of the relevant attribute and so some re-costing would be useful. It would also lead to more interesting differences and play-styles between otherwise similar armies. It also avoids the problem if high Initiative / Leadership trips being trapped into going sooner than is tactically desired which would be the opposite of how a better leader / troop should behave - as others have pointed out, going first can be a disadvantage.

It plays pretty quickly, also:
"I'm moving these Boyz, leadership 6"
"Marnius Calgar is interrupting"

Lets you bait your opponent into making mistakes also by moving their best troops when they shouldn't so you can get them to commit wrongly. It's a whole new aspect of tactical play for almost zero additional complication.
In my humble opinion, this is... absolutely brilliant. I would limit it to the Warlord (and the unit he is attached to, or perhaps a unit within 6"), but the concept is amazingly good.
It would show the leaders as truly leading.

Automatically Appended Next Post:
Mike94656 wrote:
I like it simply for the back and forth. You get to be reactive to the other player. They move and shoot, you can counter, but instead of waiting for an entire army to move, you go unit by unit. Giving priority to faster units before slower.


It also leads to more tactical decisions in a game. Do you want to move unit Y first and charge those Eldar before they get away, or move unit X and seize those ruins before your opponent does.

^This is important too, and another reason for the change.


Thanks. I think even if the idea that changing one side goes then the other to a game of alternating units isn't universally regarded as necessary, it's certainly near the too of the list of things most people believe would improve things. So when I was thinking over ideas based on that and wanting different armies to actually play differently and capture realistically the different organizational abilities of different armies (quite frankly Space Marines who are a small hyper-elite force ought to have better command effects than, e.g. IG or orks), it seemed clear that Leadership should be that differentiator. Unfortunately it presented the case where it turned games back into one side goes, then the other. I mulled it over for a couple of days at the back of my mind as to how I could achieve this without that happening, and then realized allowing an interrupt did exactly that. I see it as DESIRABLE that in, e.g. SM vs. Orks, the SM get the chance to use their greater battlefield coordination, communications, etc., in a way that matters.

If you're interested in tactical play then attaching a high Leadership IC to a unit in regular WH40K makes them better, but has almost no tactical significance. But in this system, it's a serious decision.
I like this idea. I might pinch it



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Lanrak wrote:
@lord_blackfang.
I totally agree that without some form of modification alternating unit activation can be 'abused' in the way you stated.
Most alternating unit activation systems have to use a reaction mechanic, or control of activation sequence using phasing/ orders, or randomized selection, or some variation on these themes.

How do you feel about alternating phases?

EG one play takes one action with all units, then the opposing player takes one action with all units.

In the simplest form.
A moves,
B moves.
A shoots,
B shoots.
A assaults,
B assaults.

And players roll off to go first at the start of the turn.

This system can be extended to cover more flexible and tactical options .(Using order counters to allow a wider freedom of action sequences,or alternative phases to represent a more intergrated and reactive game turn.

But the basic system should slot into current 40k rules without too much fuss.IMO.


I would hate to play a mostly assault army in an alternating phase system, especially if I was going first. I move up, he moves back, I do a little bit of softening shooting, he hammers me, I'm too far to assault, he hangs back, repeat. As long as you didn't have a green tide-style army to cover the board from end to end and ensure that he has no way out, he will literally always be 7 or more inches away at the assault phase.

This message was edited 1 time. Last update was at 2014/02/27 13:39:45


20000+ points
Tournament reports:
1234567 
   
Made in us
Douglas Bader






Using initiative for activations is bad because right now it's a melee-only stat. For example, Tau should have great initiative for shooting but terrible initiative in close combat, but with a straight "in initiative order" system they're always acting last with their entire army. Same thing for leadership, should an IG HQ character (LD 9) really be faster in combat than an Eldar jetbike squad (LD 8) just because they're in the HQ section of the codex? If you want to have a stat-based system you'll need to start over from scratch and give each unit an appropriate value, preferably one for each phase, and be very careful to ensure that it's relevant (not just having both entire marine armies acting at I4).

 Dakkamite wrote:
Problem is, when you give strong armies like Eldar, Space Marines, or Tau extra free bonuses at the expense of weak armies like Orks, you make my games even more unbalanced which can offset any added depth to the game.


And this is another reason. A simple system of alternating activations where you pick a unit and move (or shoot/assault in the appropriate phase) with it, then your opponent picks a unit and moves with it, actually makes things interesting for orks. They might not have the single powerful units to exploit the ability to activate first and smash something before anyone can react, but their cheap units make them great at reactive moves. You can spend the whole first half of the movement phase moving cheap squads of boyz or single kans until your opponent has been forced to move all of their key units, and then you know exactly where your squad of nob bikerz is going to want to move to go crush something.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
 
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