Switch Theme:

[KT] New turn, too flip counters or not to?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Fixture of Dakka




I know black side means haven't been activated and orange side means it was activated. I know on a new turn we need to flip them over to the black side. Maybe because it was our first game but trying to turn the counters back to black was a bit of a pain. Knocking minis over, moving the walls trying to grab all the tokens was making the turn less fun.

So I suggested how about we just leave them orange and then turn them over to black when we moved. We even had an Orange/Black token off to the side to remind us what the unactivated colour is. Basically turn one and three is black to orange and turn two and four would be orange to black. I am curious have anyone else done this? If not how do you change the tokens at the begining of the turn without knocking everything out of the way.

This message was edited 1 time. Last update was at 2023/11/06 15:57:57


Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in fi
Longtime Dakkanaut






I suppose you're talking about Kill Team -21?

Orange is Ready (ie. nonactivated) and gray is activated. To avoid confusion, it's probably better not to play tricks with any "now it's one thing, next turn it's the other" shenanigans. I can't say I'd ever had any problem flipping the tokens, but if you do find it hard, perhaps keep the order token on the side with a roster of your team? Say, have a little index card for each of your operatives by the table and keep track of their injuries and orders there rather than directly next to each model?



Automatically Appended Next Post:
For example, https://datacard.app/ lets you make reminder cards for your team easily.

This message was edited 1 time. Last update was at 2023/11/04 23:52:25


#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in pl
Longtime Dakkanaut




In the beginning I was also forgetting to flip them sometimes, but it is pretty important for the clarity of the game. Now I just start every activation with flipping the token and announcing "I activate the plasma gunner" for example.
   
 
Forum Index » Other 40K/30K Universe Games
Go to: