Don't try to balance it out. That's how I'm doing it in my "Interleaved Turns" setup. I'm trying to keep to some very "basic" principles when designing the game:
-KISS Actions: Every unit gets 2 activations per turn, and only one may be used for shooting. Rather than separate "shoot", "fight", and "charge" actions, you can use Pistols/Assault/Melee weapons with an Advance Action, and melee attacks let you take a 3" step. A key advantage of this system is it lets powerful melee units "double-charge", basically smacking aside lesser units in one go.
-Derandomize Activation Orders: A major issue I have with the Bolt Action system is the use of a die bag for activations. It doesn't scale upwards as both players add more units to their armies, officers that allow chain-activations, units that double-activate, and more! Ultimately the game becomes closer to
IGOUGO! So I wanted a system where out-of-activation actions (such as Overwatch) are not "free"/are conscious choices (no "
AROs" akin to Infinity), yet it would become increasingly expensive to retain the Initiative and allow for multiple consecutive activations. A major issue I have with 8e's Command Point system is that it's less a system for how you actually "coordinate" your forces on the table, so much as a glorified manabar for MOBA-like abilities! So I figured I would tackle two issues at once!
CP is a "per turn" resource rather than a "per game" resource, but is used to bring units from Reserves, activate/interrupt with units that have taken a single action that turn, activate consecutive units, or Interrupt Interrupts (Aka "Squad C covers Squad A, when it attacks Squad B..." or so). You could spend 1
CP to have a round where you activate 2 units, 3
CP where you activate 3, 6 where you activate 4, 10 where you activate 5, etc. You "can" do a "Big" round of consecutive activations but the
CP costs become impractical. That, and these are the same
CP used for Reserves, so null lists have more overhead to work with.
-The system should be characterful: I put a few "fluffy" army-specific rules, to give
CP discounts when certain conditions are met in-game. As an example, when an Ork unit successfully makes a round of Melee attacks, the Ork player may subtract 1 from the
CP cost of the next Activation (I may just make this "replenish a
CP" instead though). Waaaaagh!
I've been tweaking and adjusting, as minor mechanical playtests bring up questions related to the "Interrupt Mechanic" or other quirks/oddities. For now, my main questions are how I want to handle vehicles (Collisions? Boarding Actions? What about Aircraft?)
https://www.dakkadakka.com/dakkaforum/posts/list/733847.page