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Made in us
Legendary Master of the Chapter






Was toying around with the idea for a Initiative based game for 40k.

It would work similarly in the way the current assault phase works by letting units with the highest initiative move, shoot, or assault at initiative order, with the option to hold action till a later step (probably using tokens or makers to note if they had gone)
as a thing as well abilities like going to ground, over watch and other reactions require I tests. It still has player turns but both players still get to move and shoot during.

What ya guys think?

Edit a little refining.
Its mostly the same stats and actions as standard 40k (shooting wounding assaulting all very much the same) But the difference being each available unit gets 1 Action and 1 Reaction point per Game/player turn each.
At each units initiative step they may spend an action point to Move, shoot/run, or assault. with active player having priority.
When a unit uses any of the above actions the opposing player may spend a reaction point to GTG, over watch or run using an initiative check.

Close combat still resolves at initiative steps and breaks down into individual Initiative as per BRB but at any other time use the highest intitiative in the unit.

After each player has finished there actions the next player gains priority and continues on.

This message was edited 2 times. Last update was at 2013/10/12 00:32:29


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Douglas Bader






The main problem with this approach is that initiative is now relevant at all times instead of being a purely melee attribute. For example, Tau should be good at shooting and have a high initiative there, but their current initiative values are all low to represent their poor melee ability. To fix this you'd have to have split initiative values for different actions, and invent them for every unit/army.

But really this is just unnecessary detail. You're going to have a lot of situations where initiative doesn't matter (for example, C:SM vs. BA will have almost every unit acting at I4), so why include it at all? Keep the individual unit activation structure, but have players alternate picking a unit and acting with it. It's mostly the same end result, but with much simpler rules.

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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