@The Deer Hunter.
The problem is that the rules are so messy and holistic, a few tweeks here and there , mess the game up some where else!
If
WHFB in space v3.X could be saved and fixed with a few simple changes, why did the game
devs at
GW towers not do it?
And more importantly why did they ask for a complete re-write every edition since 3rd ed
40k ?
You might 'fix your game' , for your army/ local meta, with a few tweeks.But it is going to break something else elsewhere in the game play ....
@CalgarsPimpHand.
The definition of a war game rule set is 'an instruction set to tell the players how the war game works.'
Therefore clear and concise instructions , are better than complicated and confusing instructions.
The definition of the current
40k rules is ' making up special rules for everything to help drive short term sales.'
Oddly enough if you focus on the game play when writing the core rules you do not need 70 + special rules.(Most games aim for less than a dozen.)
Eg movement rates, and opposed values for all combat resolution on a universal table , remove the need for a majority of the special rules currently in the
40k rules.
After chatting to ex
GW game
devs , they all wanted to write new battle game rules for the larger battle game of
40k.
And develop the 2nd ed sized skirmish game along side it.(
RPs BTGoA is what he wanted
40k skirmish to be.

)
But were not allowed to do this by upper management.
Back to our point of contention.
The current alternating game turn used in
40k,
1)Does not allow enough player interaction.
2) Allows some elements to perform multiple actions while others do nothing.
IF the elements on the table had several turns of tactical maneuver getting into effective weapons range , a simple reaction mechanic could fix it.
(Eg Charge reactions in early
WHFB or
ARO in Infinity.)
However, due to the current game size and scaleof
40k , most unit start in effective weapons range!
So adding on a 'Over watch' rule does little to address
40ks problems.
So the simplest solution issue 1) is to move to alternating phases . or alternating unit activation.
(Variable bound game turn is to complex for
40k IMO.)
Getting alternating unit activation to work with
40k units needs to have an extra layer of rules to control/balance the interaction .
And it does not address issue 2, where a unit will perform
multiple actions while everyone else does nothing!
Alternating phases, can be used with
40k, with non specific action phases, (primary and secondary.)
Or with a 'simultaneous shooting' resolution, Where casualties are not removed until the end of both players shooting phase.
(To address any remaining alpha strike issues. )
The point is an alternating phases game turn works with
40k units at a core rules level.(No extra level of control/restrictions needed.)
Alternating unit activation needs to use additional timing/ reaction rules to balance the game play, to work with
40k units.
I just prefer to use alternating phases as it requires less effort to get to work properly.
My teenage sons are very aware of 'what is fair'.And whine like mad if they think a game gives their brother an unfair advantage!
(Hence my comments on Death star and
MSU units balance issues with alternating unit activation.)
Perception of balance is important at the core level.
Other wise you end up adding on rules to try to address perceived balance issues,rather than actual game play issues....