I've seen this idea pop up a few other places, but never really discussed outside of a few content nods. Switching from the I-go-you-go turn sequence, to a more interleaved parallel or Phase based sequence.
To me, this literally seems as simple as:
Player 1 Movement
Player 2 Movement
Player 1 Psychic
Player 2 Psychic
Player 1 Shooting
Player 2 Shooting
Player 1 Assault
Player 2 Assault
I was working on a unit-activation based alternating sequence rule-set a while ago, and was running into a lot of issues with timing (when to use "start of phase" rules, when to use psychics, when to resolve combat, etc etc), but this Phased system seems to sidestep all that, and fit into the existing rules without much issue or reinterpretation.
Obviously the benefits of this sequence are that it makes the game a lot more tactical and reactionary, cutting down on alpha-strike power, and keeps both players more involved in the game. The main benefit I think comes in just being able to walk up to a friendly pickup game and asking "Do you want to try out a Phased turn sequence? I move, you move, I shoot, you shoot, etc etc" without having to sit down and explain a bunch of finicky house rules.
So, I'm asking those smarter than myself, does this style of turn sequence have any inherent rules contradictions or specific codex issues that would crop up? I can't think of any off the top of my head, as it still uses the same basic turn structures, just at difference times. Would you as a player be open to using this sequence in a friendly game? What are some pros and cons that you can see?
I look forward to trying it out myself soon, and if any of you guys have had experience with a similar ruleset, I'd love to hear your impressions.
|