Gitdakka wrote: Lance845 wrote:What your suggesting is a crappy version of half of bolt actions turn structure.
Bolt action uses alternating unit activation. But units can also do reactions (kind of like half activations depending on what is happening to/around them) and eats up their activation for the turn.
Why not just get rid of I go You Go?
Fair enough. Bare in mind though my suggestion was not meant as a final version, I just wanted to highlight the idea of rules for unit reactions. But I see that you think the rules would not be radical enough in changing the game.
I just think of the rules we used to have, where the actions of the attacker could force the defender to move or lock them in place (morale, pinning, slanesh lash, pile in were not optional), while now mostly all the attacker can do is cause casualties. I thought options for unit reactions could help with making the game more interestning, while not replacing the game system entirely.
Fair enough but the actual issue IS the game system.
Igougo is a mechanic built from the ground up to turn what could be a tactical game into 2 people taking turns swinging clubs at each other. Which,
btw, inherently grants a benefit to whoever gets to swing first.
All the other issues people are upset about are symptoms of one core issue. The turn structure. You can suggest stratgems, and first turn penalties, and whatever. They are all band aid fixes chasing symptoms. Fix the actual problem.