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Made in us
Clousseau





East Bay, Ca, US

 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.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Karol wrote:
But that is not true for all missions, some score at the start. Or like the Pillars favour someone swarming the board turn one.


Not true. I have won four pillars multiple times by bunkering on two of the pillars. You also get VP for killing stuff, putting durable armies at an advantage.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Mekboy on Kustom Deth Kopta






depends on the army but I always deploy defensively as if I were going second (well as defensively as I can for orks) That does involve line of site blocking terrain being a thing though to allow hiding important things. plus I have grot shields as an option is I think the list needs it to protect something out front that needs to get in.

10000 points 7000
6000
5000
5000
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Made in gb
Irked Necron Immortal





 McGibs wrote:

Deploy first, go first: As stated, first player has to deploy blind. Second player can counterdeploy, which (if you have proper terrain) does wonders for surviving alphastrikes. It also makes the seize roll MATTER, and can really swing a battle if the first player gets too cocky.


I like this except for the Seize roll. Frankly it's something I wish would die off entirely.
   
Made in us
Ultramarine Terminator with Assault Cannon






OMG... This whole thread... SOoo many falsehoods.

creeping-deth87 wrote:Related question, where was the GW addendum that replaced auto first turn with the +1 to the first turn roll for whoever finishes deploying first?


But this ^... This gets to me every time.

THIS WAS NEVER A GENERAL RULE! IT STILL ISN'T A GENERAL RULE! IT'S MISSION SPECIFIC! WHO GETS 1ST TURN AND HOW, IS AND ALWAYS HAS BEEN, MISSION SPECIFIC!

The Eternal War missions in CA2017 use the +1 roll off mechanic.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 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

-

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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This message was edited 2 times. Last update was at 2019/06/11 14:35:13


   
 
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