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Made in ca
Regular Dakkanaut




Though it took a little while i've really warmed up to the way turns work for AOS (p1 hero, p2 hero, p1 movement, p2 movement etc...). though i don't see the potential double turn as viable in 40k as it it is in AOS I think the rest of the rules could make the game interesting and allow some fun counterplay options. I see it working as follows:

Turn:
P1 movement
P2 Movement

P1 Deepstrike
P2 Deepstrike

P1 Psyker/P2 DTW
P2 Psyker/P1 DTW

P1Shooting
P2Shooting

P1 Charge
P2 Charge

P1 Charge Melee
P2 Charge Melee

Alternate melee combat player who has the turn has first pick (P1 chooses a unit, P2 chooses a unit, P1 again... repeat until all melee is resolved.)

P1 Morale
P2 Morale

End of Turn




 
   
Made in de
Experienced Maneater






operkoi wrote:
Though it took a little while i've really warmed up to the way turns work for AOS (p1 hero, p2 hero, p1 movement, p2 movement etc...)

That's not how turns work in AoS.
   
Made in ca
Regular Dakkanaut




 Hanskrampf wrote:
operkoi wrote:
Though it took a little while i've really warmed up to the way turns work for AOS (p1 hero, p2 hero, p1 movement, p2 movement etc...)

That's not how turns work in AoS.


I just simplified it heavily, essentially its P1 ___ phase, P2 _____ phase P1 next phase that i somewhat altered to fit 40k slightly better. the charge rule was to keep melee dangerous since it would be harder to get off charges if an opponent is slippery




 
   
Made in de
Experienced Maneater






operkoi wrote:
 Hanskrampf wrote:
operkoi wrote:
Though it took a little while i've really warmed up to the way turns work for AOS (p1 hero, p2 hero, p1 movement, p2 movement etc...)

That's not how turns work in AoS.


I just simplified it heavily, essentially its P1 ___ phase, P2 _____ phase P1 next phase that i somewhat altered to fit 40k slightly better. the charge rule was to keep melee dangerous since it would be harder to get off charges if an opponent is slippery

Still not how it works in AoS. Its Battle Round 1: P1 turn (all phases); Battle Round 1: P2 turn (all phases)
   
Made in gb
Longtime Dakkanaut






What you have here has essentially been thrown around a few times, and it usually comes to the same conclusion; it's very bad for assault armies.

orks move forwards, tau move backwards, net result is another round of shooting for tau, and the orks are no closer.

If charges are moved to the start, and integrated with movement, this could work. it would catch people before they move away. but with charging as the last thing that anyone does, it would be far, far too easy to avoid it.

I would have charging being movement + D6"
I would have units declare charges, then units declare reaction, then roll & move.

EG orks declare charge, tau declare overwatch, flee, countercharge or hold, and then resolve it all.

then anyone who doesn't move in the charge phase can move, then shooting, then fighting.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Clousseau





East Bay, Ca, US

If AoS turns worked this way, instead of the ridiculous double turn mechanic, i'd actually play AoS.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Rename this "Kill Team turn progression in 40K" and you have something to work with.
   
 
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