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Made in us
Legendary Master of the Chapter






Heya

wanting IGYG for 40k is nothing new

but there was always the problem of people having more activation than you when it was unit by unit activation.

But was thinking after playing DZC for a bit

why not make activation based on formations. since its the thing GW wants us to do.

make a minimum formation per level so that people cant dump nearly as many points into one big formation

It would make the IGYG of bigger games less wonky, mitigate alpha strikyness, and add actual tactics and strategy back into the games.

what ya think? is it a pipe dream?

 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
Leutnant





Louisville, KY, USA

Perhaps go the Bolt Action/Beyond the Gates of Antares route. Each army has a token for each of its units. All tokens go in a bag, and are drawn one at a time. Player whose token is drawn picks a unit and activates it. Once the bag is empty, collect all tokens, put 'em back in the bag, and start the next turn. Combat squad Space Marines? Add another token to the bag. Disembark from a transport? Add a token to the bag. Embark on a transport? Remove one of your tokens from the bag. Helps mitigate a high activation army. Usually the high activation army will activate multiple units at once, but sometimes the lower activation army will.
   
Made in us
Legendary Master of the Chapter






Iv never tried the boltaction system so i wouldnt know

it sounds wonky and too random.

I rather like the roll of initiative at the start of each game turn to see who gos first + getting to add general levels for bonuses.

obviously though not all formations would work well in this situation.

there may be some bonuses and special rules that might have issues as well

certainly want to give bolt action a shot eventually though

 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
Decrepit Dakkanaut






SoCal, USA!

Nah, just interleave the turn.

I move, you move;
You psy, I psy;
You shoot, I shoot;
I assault, you assault.

Balanced alternation there (AB-BA-BA-AB)

This message was edited 1 time. Last update was at 2016/08/05 22:05:52


   
Made in gb
Longtime Dakkanaut





Outer Space, Apparently

The system I'm writing currently for my own set of rules to play 40K uses rotation and an initiative ladder, and by that I mean each player is guaranteed to activate one of their units after their opponent does so, but they can only activate whatever unit has the highest initiative in their army.

I have no idea if it's a good idea, or if it even works - just something to throw into the ring

G.A

This message was edited 1 time. Last update was at 2016/08/05 22:11:46


G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in us
Norn Queen






A army having more activations isnt a problem that needs addressing. You either have less units with more overall staying power/kill power or more activations with less.

Msu is a tactic with it's own advantages.

What 40k needs is some 30k treatment with points adjustments to promote building larger units to counter the advantage of msu. By that i mean if a unit of 5 cost 125 it should not cost 25 for each additional model. It should cost like... 17. And upgrades should be a flat cost for the whole unit instead of per model so you get more bang for your buck by building up the units you have instead of purchasing more. Msu has its own inherent advantages to counter the discounts.

This message was edited 1 time. Last update was at 2016/08/06 05:46:10



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Lieutenant Colonel




Would you please define what game turn mechanic you are referring to by its proper name !
Just saying 'I go you go' or 'IGOUGO ' is can confuse people as most game turns alternate between players at some level.

Currently the 40k rules uses alternating game turn.I do everything with all my units , then you so everything with all your units.

Bolt action, uses alternating unit activation.(With random scheduling.)

LoTR and A.o.S use alternating phases.(I move, you move, I shoot , you shoot, I assault you assault .)

I personally think alternating phases, ('interleaved phase' or 'alternating action' variants work best with 40k in our play tests.)

This message was edited 2 times. Last update was at 2016/08/15 15:51:28


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

"Igo-Ugo" is already a well-defined mechanic that should not require any further definition, as it should be well-understood to mean alternating player turns. Particularly within a 40k rules context, as we have here.

But thanks for taking a lot of words to describe what everybody already knows.

This message was edited 2 times. Last update was at 2016/08/06 17:29:35


   
Made in gb
Lieutenant Colonel




Well the OP seemed to be asking for alternating unit activation.But refered to it as 'I go you go.'Whats wrong with using the correct names to prevent confusion?
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

I read it as the OP wanting to modify 40k's Igo-Ugo system into something else.

   
Made in us
Norn Queen






Lanrak wrote:
Well the OP seemed to be asking for alternating unit activation.But refered to it as 'I go you go.'Whats wrong with using the correct names to prevent confusion?


The problem is assuming that every person who posts on the subject has been sitting around forums for x number of years learning a very particular set of vocabulary for systems unique to a niche market of games is ridiculous. That and posting only to tell them they used the wrong words doesn't actually contribute anything to the discussion when the OP did a fine job of explaining what he meant in his post.

This message was edited 1 time. Last update was at 2016/08/07 07:41:21



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Legendary Master of the Chapter






Fair enough i should specify

I would like to set up the game so you activate formations that get to move, shoot and or assault, then the enemy gets to activate a formation that moves shoots and or assaults. then close combat happens at the end of the game turn.

psychic happening perhaps at the beginning of game turns. and reserves, however they still come in as formations.

and as much as i know that the point systems are in need of dire fixing, i dont think its going to happen. ever.

honestly my biggest issue was always alpha striking, when one army would go and wipe out 50% of your army turn 1 (not that it always happens) but it sucks when you set up your painted models, then immediately remove them. its not fun.

 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
Decrepit Dakkanaut






SoCal, USA!

 Desubot wrote:
my biggest issue was always alpha striking, when one army would go and wipe out 50% of your army turn 1 (not that it always happens)


Add terrain!

   
Made in us
Legendary Master of the Chapter






 JohnHwangDD wrote:
 Desubot wrote:
my biggest issue was always alpha striking, when one army would go and wipe out 50% of your army turn 1 (not that it always happens)


Add terrain!


Thats always a go too for sure.

but it doesn't always help.

and still it sucks siting there waiting for the opponent to do all the things for a good 30-40minutes while you sit there and twiddle your thumb or attempt to save models.

in any case its an idea iv been spit balling, i find im having a ton more fun in alternating games like DZC and DW

 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
Decrepit Dakkanaut






SoCal, USA!

Sure, sure.

FWIW, the easiest "fix" to the turn 1 alpha strike is to deny the first player their movement phase, but to count as moving. This takes the edge off their initial shooting effectiveness, along with limiting run/charge shenanigans.

   
 
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