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Made in de
Regular Dakkanaut





Wyldhunt wrote:
Orkimedez_Atalaya wrote:
I would do it a bit different.

My proposal would be,
1- let the unit fall back as currently.
2- enemy units disengaged can immediately do a 2d6 consolidation move.

In that way, there is a lose-win situation and a decision can be made that has repercussions. You are risking loosing ground. Some of your other units getting tagged. Etc.

Also, there is no need to rewrite current ruleset. Just add 2-3 more lines.


The average on 2d6 is 7". Most infantry in the game move 7" or less. So a 2d6" consolidation move would, (literally) more often than not just be giving your opponent the ability to move around/tag additional units before re-engaging the falling back unit. Though I suppose you'd be able to leave behind a sacrificial unit to force them to move towards that unit instead of following you? I don't know. Falling Back shouldn't be a no-brainer, but making it actively work against yourself more often than not might not be the way to go either.


Actually, I do think it should. A retreat should entail an enormous risk for the unit doing so. I could reckon SM or armies as such using it as a forethought tactic, but not all and it's uncle.

If you think 2d6 gives a too high average number (plus rerolls being available). I could see it being refined as follows:
Organized retreat. The unit that wants to retreat has to take a ld check same as with moral (with same modifiers that apply from casualities). If the unit passes the moral check, it can retreat as normal and any pursuing unit can consolidate only 1d6 instead of 2d6.

This message was edited 1 time. Last update was at 2020/02/17 08:55:55


 
   
Made in us
Fresh-Faced New User





pm713 wrote:
Blastaar wrote:
Alternatively, switch 40k to AA,- then there wouldn't need to be band-aids to try to make CC "work."

People keep saying to make that a thing and I've never seen someone explain how that actually fixes the problems of 40k rather than just shifting them.


As someone that plays pretty much exclusively with a modified version of the rules that uses AA I can tell you that you are both correct and dead wrong at the same time. AA doesn't magically fix the whole game. The fact of the matter is really that 40k isn't really an air tight competitive rule set it a coarse abstracted approximate guesstimation of a simulation. That said AA IMO does fix the BIGGEST issues with the game (at least IMO and the way I play AA) that being the fact that the game ends up lasting longer than "Well it looks like you get to murder half my army on turn one before I get to do anything so GG!" The biggest problem with the IGOUGO system is just that unless you get cucked by dice, have a wholly inadequate list, or make really bad decisions then if you get first turn you are probably going to win because you get to murder half their army before they move and if you're a stabby army fighting another stabby army then who ever goes second is probably going to win because they'll get more charges off.

So, yes when you really get down to it AA really is just shifting stuff around rather than actually "fixing it" but it's kinda like mustard on a sandwich. If you just take a big glob of it and stick it all in one spot without spreading it around and then bite into it well congratulations your sandwich tastes like sh*t. But if you take that mustard and spread it evenly over the whole sandwich that little bitterness can actually make the whole thing better. That is what AA does, it keep both players engaged the whole time and makes that coarse simulation feel more like a method to keep things moving so stuff doesn't drag on longer than it needs to rather than straight up janky exploitable garbage. That is the best way I can describe it without going into the minutia and making this post longer than it should be.

In this instance however I will actually give you that a minor AA modification doesn't actually help this problem and in fact actually makes this problem like 10 times worse. Which is why the only other "major" rule change my friends and I play with in our AA system is that you can declare a charge in the movement phase. We did this because pretty much every melee unit was getting blasted off the table in turn 1 shooting phase before they were allowed to charge and you might as well have been throwing all those points in the garbage if you decided to take a melee focused unit. That didn't make the problem go away but it did add a layer of tactical decision making in the movement phase. Because a unit that was being charged could choose to run away if they had not already moved that turn so the goal was to wait as long as you could before declaring a charge in the movement phase because otherwise you might just run out at nothing and end up in that same situation.

One last nugget of food for thought for you. In the shooting phase with AA the obvious thing to do is for both players to always fire with the unit that can do the most damage as early as possible and that creates some interesting dilemmas. While the choice of which unit you are going to fire with is going to be obvious most of the time the unit you are going to target is not. This is because you have to consider what your opponent has already fired previously in that turn. By the time you are activating your 3rd or 4th unit in the shooting phase they have all ready fired their 2 most powerful units so do you want to focus on those to prevent them from shooting at you again or do you want to focus on something that hasn't fired yet in order to reduce the damage you're going to take this turn?

Brutallica wrote:Alternating actions would defently NOT fix melee issues or touches them in any form for 40k, it dosent change the amount of insane damage many ranged units can pull off.

In the club im in we run a basic houserule, wanna fallback? Roll against eachother, 2D6 highest wins, and 3D6 pick the two highest for <fly> units and +1 to your roll for every unit you have more than the opponent in said engagement.

It dosent fix the balance issue, it doesnt change the meta, but it defently tones down the frustration for alot of the melee units/lists and make them ejoyable.



So this is basically how I handle this issue as I said above I play with a modified AA system that allows for charges to be declared in the movement phase and one issue we ran into was that a unit might fall back and disengage only to have the unit they just disengaged charge them immediately afterward which effectively locked them in combat and we felt that just saying "no tag backs" and prohibiting the disengaged unit from immediately declaring another charge was equally unfair so we agreed on a rule that basically says if you want to fall back then the other player can either allow and also disengage without penalty or choose to pursue. If they chose to disengage they my move as normal but they may not declare a charge for the rest of that movement phase. If they chose to pursue then each unit involved in the combat roles a D6 and adds their movement score fast attack and flyers roll 2D6 and add their movement. If the unit falling back wins then they may move up to the difference of the results while the pursuer was allowed a consolidation move of up to half their movement but must stay 1" away from any enemy models. All units that were previously engaged count as having advanced that turn. If multiple units are engaged on both sides then a roll is made for each unit involved any units wishing to disengage must beat the results of all pursuers.

This message was edited 1 time. Last update was at 2020/03/11 04:47:39


 
   
Made in gb
Dakka Veteran




Just move Fall Back to the Charge phase.

This means that you can't move "engaged" units out of combat until after the Shooting phase. Units who want to run away can still do so, but they're not leaving the unit that managed to assault them totally stranded and vulnerable to beings shot at when they do. It also encourages sacrificial "counter charges" or other ways of holding up enemy units, since otherwise there's nothing stopping them from just charging again in the following turn.

It also effectively turns the Charge phase into a "combat movement" phase, which is relatively neat.
   
Made in ca
Twisted Trueborn with Blaster



Ottawa

What is "AA"?

Cadians, Sisters of Battle (Argent Shroud), Drukhari (Obsidian Rose)

Read my Drukhari short stories: Chronicles of Commorragh 
   
Made in gb
Dakka Veteran




-Guardsman- wrote:
What is "AA"?
Alternating Activations.

The two most common approaches to wargames are IGOUGO, or AA, or some combination of the two.
  • IGOUGO – or "I Go, Then You Go" – is a style of gameplay in which one player takes every single action available to them, and then the other player follows suit. This has the benefit of simplicity and giving both players time to plan and prepare, but the downside of being very boring for the player whose turn it isn't, and giving extreme weight to the player who gets to go first, since their opponent can't react until they're entirely finished.
  • AA – or "Alternating Activation" – is a style of gameplay in which one player takes one action (or activation, or similar discrete element of play) and then the other player follows suit. This has the benefit of keeping both players engaged and responsive while reducing the extent to which the first turn matters, but the downside of being potentially complex and slow, as well as making movement potentially more confusing or frustrating.


  • To give some examples:
  • Warhammer 40,000 is pure IGOUGO – I take my Movement Phase, Psychic Phase, Shooting Phase, Charge Phase, Fight Phase, and Morale Phase, and then and only then do you take yours. The closest we get to AA is the Fight Phase, where we alternate picking units to fight (although the player whose turn it is will have charged/fallen back, and will therefore have agency here).
  • Warcry is pure AA – I activate one of my models and perform two actions, and then you activate one of your models and perform two actions.
  • Kill Team is a mixture of the two – the Movement Phase is IGOUGO, presumably to make charges and relative movement less contentious, and then every other phase allows players to trade activations back and forth. It also allows players to take Reactions in the Movement Phase, to further limit the impact of IGOUGO.
  • This message was edited 3 times. Last update was at 2020/03/12 17:04:14


     
       
    Made in ca
    Twisted Trueborn with Blaster



    Ottawa

    Thanks!

    The owner of my local gaming store is thinking about running an experimental 40k game using the Kill Team-style order of activation (movement phase is IGOUGO, charging takes place in the movement phase, shooting is AA). I'm very curious how this would go.

    Cadians, Sisters of Battle (Argent Shroud), Drukhari (Obsidian Rose)

    Read my Drukhari short stories: Chronicles of Commorragh 
       
    Made in us
    Fresh-Faced New User





    -Guardsman- wrote:
    Thanks!

    The owner of my local gaming store is thinking about running an experimental 40k game using the Kill Team-style order of activation (movement phase is IGOUGO, charging takes place in the movement phase, shooting is AA). I'm very curious how this would go.


    I mentioned this above but I have pretty much exclusively play using a very similar activation order as Kill Team does with the exception that every phase including the movement phase is AA and IMO it is a much better way to play the game. Yes it can take a bit longer than IGOUGO i'll admit that but the difference for a 1500 point game is realistically only like +20-30 minutes on average so in a game that is already taking 2-3 hours I personally don't feel like an extra 20-30 minutes is going to break the bank especially when it changes it from 2-3 hours that you spend 1-1.5 hours actually engaged in what is going on to 2.5-3.5 hours that you are actually engaged and entertained. I'd strongly recommend that everyone at least gives this method of play a go but hey that is just me.

    its interesting that you mentioned your local game shop owner added the ability to charge in the movement phase as the group of people I play with using the AA method also found that allowing charges in the movement phase created a more enjoyable experience although we did also balance that out by allowing over-watch fired in the movement phase to be made a full ballistic skill so this didn't overly punish shooty armies. Additionally we added a optional reaction to charges which is to fall back which allows the unit being charged to move 1d6 inches if they hadn't moved yet that turn but they count as having advanced.
       
     
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