Drager wrote:With the changes to the Assault phase of 8th do you think it would accommodate the same sort of play in each phase? So unit by unit movement alternating, then unit by unit shooting etc?
I'm not suggesting we do this as a community or anything, just wondering if there are any major flaws anyone could see, as I might give playing this way a go with some mates.
If you're going to implement Alternating Activations, you might as well eliminate phases
afaik. Rather than remembering to activate each unit once per phase, make it once per turn or so.
I'm working on an early draft of a sort, but it's looking something like this:
-Less Command Points per army, but they replenish at the start of the turn.
-A unit gets a max of 2 actions per turn, chosen from:
--Move
--Attack (includes a 3" move). Assault Weapons can be used in melee if not used previously, so Breachers have a purpose, and Ork Warbikers get their old Psycho-Dakka-Blasta shtick back. You can split attacks between 2 melee weapons, use one melee weapon and one pistol, or two pistols.
--Defend ("Only lose a wound for every 2 failed saves, round up"). Defend replaces Smoke, Jink, Go to Ground, etc. and is a general catchall for protective measures. Only "Move" can be carried out twice.
-Some characters get noncombat actions they can take in lieu of attacking.
-Activating a unit lets it take up to 2 actions (aka "good luck").
-Immediately after an activated unit declares an action but before executing it, the opponent may declare a unit will attempt to Interrupt. This lets the unit take one action.
-Command Points may be spent to:
--Bring a unit in from reserve.
--Interrupt with a unit that has already taken one action.
--Activate a unit that has already taken one action.
--Activate a second unit after activating one unit. You may not activate a third subsequent unit before handing the Initiative to your foe.
The system would have a few oddities/tweaks to represent old-school rules, hypothetical examples including:
-Dark Angels do not need to spend a
CP to interrupt with a unit that moved, if that unit is attempting to shoot a charging foe.
-Dark Eldar have 6 - (Turn Number)
CP per turn. They need to get in, accomplish their objective, then get out!
-Berzerkers can take two Attack Actions, if they're both with melee weapons.