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![[Post New]](/s/i/i.gif) 2014/08/27 06:43:22
Subject: Game Changer
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Slippery Scout Biker
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I originally posted this on The Warmaster forum and wanted to see how more people react. I didn't want to put it in rules discussion because it's not a rules change, just a fun way to play a couple of games in a different manner than usual:
...Not a unit or codex, but a completly new game mechanic I'm trying with a very small group. Instead of individual turns, each turn consists of a single movement phase, psychic phase, shooting phase and assault phase.
Movement phase: each player quickly writes down where their units will move. Once this is all done, movement is done simultaneously, and players can check each others plans to make sure they are not trying to react to a movement that doesn't go favourably.
Psychic phase: all effects are simultaneous, so the order of rolling does not matter (see shooting phase)
Shooting phase: all unit get to shoot. Any kills or wounds are noted by writing them down or turning the model over or using counters or any other method. After all shooting is done, models are removed from play.
Assault phase: as with movement, charges are written down and then carried out simultaneously. Two fight sub phases are carried out, with morale checks taken after the first, so a unit may fall back. If the units remain locked in combat, another fight sub-phase is carried out. Note: two unit can charge each other, in which case they both get the bonus attack. In the subsequent fight sub-phase, no one does.
This does lead to a more chaotic game that is hard to predict but it makes players think about their overall strategy, allows players to wrong-foot each other, makes reacting to changing circumstances more complicated and above all stops an army being blasted off the table because they didn't get the first turn.
It's just a house rule being playtested, but what you guys think?
Also, are there any other major changes to the rules that anybody tries out?
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![[Post New]](/s/i/i.gif) 2014/08/27 06:45:39
Subject: Game Changer
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Thermo-Optical Hac Tao
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It sounds interesting. I feel like it would add time to the game with all the writing everything down, but I dunno. Also, what if when you're writing down charges, you want to charge a unit, but they want that unit to charge somewhere else?
Like I said though, will be interesting to hear how your play testing goes.
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![[Post New]](/s/i/i.gif) 2014/08/27 07:06:06
Subject: Game Changer
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Slippery Scout Biker
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Assault has been an issue. For example, two units 14 inches away could charge each other and each would gain the extra ttack for the first round, but it does rely on both players agreeing on it, otherwise one is out of range. Luckily htis only really happens when both players have positioned the units so that it can happen.
As for charges to different units, I think there are two possibilities:
1) Enemy
charge Friendly 1
Friendly 1 Friendly 2
Overwatch Charge Enemy
You can see what's going to happen: enemy will charge F1, which will overwatch, F2 will charge. Similar to Empire in WFB with counter-charging mini-regiments (haven't played for a long time so not sure if that's how that still works but you get the idea)
2) F1
E
F2
E charges F1, F2 charges E. Done simultaneously, this may mean F2 is no longer in range, so the charge falters. They still get to move, they just didn't reach, so they may be shot in the next turn or E might have a charge coming up behind them next turn. Or if F2 still have range when E has charged, opposing player may have made a mistake and will suffer for it. The idea behind writing it down is that you make your decision and then see the consequences of it.
There is stuff like this that needs ironing out, but it's purely for friendlies anyway.
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![[Post New]](/s/i/i.gif) 2014/08/27 07:25:03
Subject: Game Changer
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Thermo-Optical Hac Tao
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Ah okay so if you go to charge and they charge somewhere else, you would still move to where they were? It's very high risk high reward, cos you have to balance getting the charge off against the possibility of being stranded in the open.
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![[Post New]](/s/i/i.gif) 2014/08/27 07:30:59
Subject: Re:Game Changer
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Douglas Bader
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Two big issues with movement (including assault moves):
1) Writing down specific movement plans is difficult and annoying to deal with. You'll need sheets of paper with map grids for every turn, clear labels for all the units, etc. And then you still don't cover all of the potential moves since saying "the unit moves over here" doesn't cover the wide range of possible positions that each individual model in the unit could move into. There's no practical way to do this with any real precision, so the only way this can possibly work is if both players are very "casual" about it and trust each other to never exploit the vagueness of the movement plans. IOW, it will never happen outside of a game between two close friends.
2) Movement order still matters if two units attempt to occupy the same space. You're still going to have to come up with a situation to move each unit in a specific order so that you can resolve who gets there first without turning the movement phase into a desperate scramble to throw your models across the table as fast as possible and claim the position before your opponent can put a model there.
These are two of many reasons why game systems with "simultaneous" turns use some form of alternating unit activation.
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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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![[Post New]](/s/i/i.gif) 2014/08/27 07:53:40
Subject: Re:Game Changer
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Slippery Scout Biker
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On units occupying the same same with in turn, yes it does take some agreement, but this is not intended to be used outside of two friends who are willing to try a new way of playing for a game or two. This isn't meant to change 40k, just playing it differently for a few games. Players willing to try it should be aware it takes a good deal of sportsmanship and compromise; win at all costs has no place, it's just for fun (still play win at all cost lists if you like, just don't dispute every point in order to gain advantage).
As for writing things down, all that is required is a unit, distance moved and direction, so
Tac squad 2, 6 inch, towards ruin by woods.
Individual model placement is up to you, just play fair and with the expectation that your mate will do the same. It soens't take ages, thinking about it takes longer. All you need is a grid on a sheet of paper with turns and unit names, fill it in as the hame progresses. Sense of fair play should get you both through it.
Try a game. If you like it, great, if not, that's fine, at least it might inspire your own ideas for the game. Automatically Appended Next Post: To IMAGEEK:
That's basically it. I suppose it's like chess where you have to think about the possible eventualities and what your opponent might do to counter what he thinks you will do and so on.
That's the main benefit to this system: mistakes are harshly punished, well thought out moves can be highly rewarding. This way even a broken overpowered list can be beaten if they are controlled by a fool. Also, it eliminates losing on the first turn because you didn't win the roll-off. I hate losing that way, but I also hate winning because of it as well.
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This message was edited 1 time. Last update was at 2014/08/27 08:20:48
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