Switch Theme:

Rules Question: Initiative Order  [RSS] Share on facebook Share on Twitter Submit to Reddit
Author Message

Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.

Made in us
Fresh-Faced New User

Johnson Lake, Nebraska

Now that I have gotten some games under my belt, I have a general question about initiative and activation order since I have not played a lot of skirmish games with the back and forth I Go You Go mechanic. If one side has less figures than the other, is the side with less miniatures obliged to activate his or her minis or can that player 'pass' and let the other player with superior numbers activate a few more miniatures? For instance, one side has 5 figs and the other has three figs remaining. Can the player with less figs let the player with more activate two or more in a row before activating one of his or her own? Regardless, it is going to happen at the end if one side has superior numbers.

"Hell, I even thought I was dead 'til I found out it was just that I was in Nebraska." 
Made in us
The Last Chancer Who Survived

Norristown, PA

I left that part open for players to interpret for themselves and come up with their own house rules (which means I forgot to put it in the book )

The way I do it is you both take turns going, and then any extra members all go at the end. So if you're outnumbered 5 to 1, after that one guy gets activated the whole rest of the other team will go back to back. I had a game like that happen in a demo at gencon, and Mohawk was the 1 guy left, he ran into a building and picked off a bunch of bad guys

Made in us
Longtime Dakkanaut


In most skirmish games I have played, being "out activated" means that any extra models are simply activated in an order of the player's choosing with the opposing player essentially "missing" his own turn.

I go, you go, I go , you go, I go, you can't go, I go again, you can't go, I go again, you can't go, I go again.

Every model needs to be activated before the end of the turn, and this is simply the most expedient way to make that happen. Off the top of my head, this is the way it is done in Malifaux, Freebooter's Fate, and Heavy Gear Blitz. Some games include a "wait" action that allows a model to prepare a conditional action, like a reaction. This would be like Overwatch in GW genre games. Other games, like Dust Warfare, Infinity, and HGB include reactions as part of the normal activation and action sequence.

BWG does not have a reaction system, but it does have a both sides attack in melee system, although that is also very common, particularly in GW style games (Necromunda, Mordheim, Gorkamorka, etc.).

In my campaign where the players will typically be outnumbered by enemy models, I have put in what is effectively an XP based activation order. The GM activates a number of models to equal the average XP of the players' models each time it is his turn.

PC activates (50 XP), GM activates 25 XP model, GM activates 25 XP model, PC activates, etc.

This message was edited 1 time. Last update was at 2013/03/17 13:19:30

Kirasu: Have we fallen so far that we are excited that GW is giving us the opportunity to spend 58$ for JUST the rules? Surprised it's not "Dataslate: Assault Phase"

AlexHolker: "The power loader is a forklift. The public doesn't complain about a forklift not having frontal armour protecting the crew compartment because the only enemy it is designed to face is the OHSA violation."

AlexHolker: "Allow me to put it this way: Paramount is Skynet, reboots are termination attempts, and your childhood is John Connor."
Forum Index » Gangfight Games
Go to: