Marmatag wrote:
Galef wrote:This is one of the reasons why I am so frustrated with the Tactical Reserves restrictions.
It would make SOOOOOO much sense to only restrict the play who goes first from bringing in Reinforcements on turn 1.
Player 2 should 100" be able to drop in units on Turn 1 to counter balance the fact that they went 2nd.
I mean the way it goes not, Player 2 has to weather TWO turns of Player 1's shooting and/or melee before being able to drop in some help.
If Player 1 gets to go first, Player 2 should get to drop in Reinforcements on Turn 1 as a balancing measure
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I would literally only ever want to go second if this was the case.
How is that any different than now in which you "literally only ever want to go first"?
At least with my proposal, BOTH players get the option to Alpha Strike. Currently, only Player 1 has that choice, and can do it over TWO turns before P2 can bring in their own Reinforcements. And you can't "hide" more than half your force in Reserves, so P2 will suffer more than P1 (assuming both armies are at the same "tier")
That's not very fair, even if there are clearly tactics to get around it
In my version, P1 can deploy most of their forces to get an effective pew-pew turn against P2
Then P2 can respond with Reinforcements (instead of having to wait through ANOTHER turn of pew-pew)
Then on turn, P1 can likewise respond with their Reinforcements.
Both players get equal chances to Alpha Strike
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