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. |
|
 |
![[Post New]](/s/i/i.gif) 2017/12/04 21:18:09
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
Here is a house-rule to curb first-turn advantage.
1) In the first turn of the first battle round all unit activations costs 1 CP per phase. So, if the beginning player wants to, say, move 2 units, deepstrike 1 unit, shoot with 3 units and charge with 1 unit, that would cost a total of 7 CP's. After this turn the game proceeds as normal.
2) Right before deployment both players secretly writes down a number on a piece of paper. After a simultaneous reveal, the player with the lowest number receives that amount of additional CP's and gets first turn as described above.
Pretty brilliant, eh?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 21:22:46
Subject: How to fix the first turn-advantage
|
 |
Clousseau
|
With the addition of new codexes, first turn advantage has diminished quite a bit.
Also, in ITC progressive scoring missions, with scoring done at the end of the game turn as well as player turns, getting the last turn before game turn scoring is a big deal.
I recently played in a tournament and chose to go second every game.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 21:24:48
Subject: How to fix the first turn-advantage
|
 |
Painlord Titan Princeps of Slaanesh
|
Sheer genius!  . What about players who only get 6-7 CP per game, like GK? Why even play as GK with that rule? Not only are you playing a sub-par army but you don't even get CP after the 1st turn.
|
This message was edited 2 times. Last update was at 2017/12/04 21:27:56
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 21:28:04
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
Marmatag wrote:With the addition of new codexes, first turn advantage has diminished quite a bit.
Also, in ITC progressive scoring missions, with scoring done at the end of the game turn as well as player turns, getting the last turn before game turn scoring is a big deal.
I recently played in a tournament and chose to go second every game.
Then you just write a higher number on the paper. Which means that if you end up going first, you would be doing so with a bit of additional CP's.
But sometimes you just run into that Alpha Legion dude with 40 bezerkers or his mate with eight bassilisks, and then the first turn advantage is severe, and you will write down a smaller number on the slip. Automatically Appended Next Post: Leo_the_Rat wrote:Sheer genius!  . What about players who only get 6-7 CP per game, like GK? Why even play as GK with that rule? Not only are you playing a sub-par army but you don't even get CP after the 1st turn.
I don't see how GK is disadvantaged with the rule above. In fact I think it would work well even for list with zero CP's.
|
This message was edited 1 time. Last update was at 2017/12/04 21:29:48
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 21:48:24
Subject: How to fix the first turn-advantage
|
 |
Wicked Warp Spider
|
pismakron wrote:Here is a house-rule to curb first-turn advantage.
1) In the first turn of the first battle round all unit activations costs 1 CP per phase. So, if the beginning player wants to, say, move 2 units, deepstrike 1 unit, shoot with 3 units and charge with 1 unit, that would cost a total of 7 CP's. After this turn the game proceeds as normal.
2) Right before deployment both players secretly writes down a number on a piece of paper. After a simultaneous reveal, the player with the lowest number receives that amount of additional CP's and gets first turn as described above.
Pretty brilliant, eh?
Hello I am GW's human resources
you are hired
|
Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 21:55:06
Subject: How to fix the first turn-advantage
|
 |
Omnipotent Necron Overlord
|
What happens when both armies bid 0?
|
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 22:02:17
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
You would resolve the tie in some way (roll-off, rapier duel, wet t-shirt contest). And then a player with a zero-bid would get first turn with only his regular set of CP's.
Bidding 0 would only be done by someone who desperately needed first turn, and that player would need to eat into his CP stockpile to do anything on the first turn, whereas the second turn player would just activate all his units normally.
Most of the time both players would bid a nonzero amount.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 22:03:40
Subject: How to fix the first turn-advantage
|
 |
Fixture of Dakka
|
I hated the idea at first, but so far it's grown on me.
It's better for elite armies, but that's manageable.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 22:13:29
Subject: How to fix the first turn-advantage
|
 |
Powerful Phoenix Lord
|
So I can bid 0 CPs and essentially get 1st turn? And my opponent has to waste CPs just to do something in their first turn? Worth it I'd just bid 0 extra CPs and deploy in a defensive manner (As in having multiple units set up as Reinforcements or in LoS blocking terrain). Once the opponent wastes all his CP, I can Alpha strike him in my second turn will my full compliment of CPs. This idea is too easily abused. A better way to reduce the turn 1 Advantage is to A) limit the number of your Reinforcement can come in on turn 1 and/or B) Reintroduce "Night fighting" in some way For A, you could simple say that only half (rounding up) of your Reinforcements can arrive in the same turn. For B, it would make sense to make this a -1 to hit the DOES NOT stack with army attributes that do the same. -
|
This message was edited 1 time. Last update was at 2017/12/04 22:17:20
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 22:17:15
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
Bharring wrote:I hated the idea at first, but so far it's grown on me.
It's better for elite armies, but that's manageable.
That's probably the biggest weakness. An Imperial Knights player could shoot with his entire army for 4 CP's. Automatically Appended Next Post: Galef wrote:So I can bid 0 CPs and essentially get 1st turn? And my opponent has to waste CPs just to do something in their first turn? Worth it
I'd just bid 0 extra CPs and deploy in a defensive manner (As in having multiple units set up as Reinforcements or in LoS blocking terrain). Once the opponent wastes all his CP, I can Alpha strike him in my second turn will my full compliment of CPs.
This idea is too easily abused.
It is only the player going first that has to spend CP's activating units.
|
This message was edited 1 time. Last update was at 2017/12/04 22:17:49
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 22:36:25
Subject: How to fix the first turn-advantage
|
 |
Powerful Phoenix Lord
|
pismakron wrote:It is only the player going first that has to spend CP's activating units.
That makes it even worse of an idea. I get that going first is a big advantage, but you change completely flips it in favor of going second.
In Malestrom games it is even worse. You definitely want to go second in every game
Honestly, I think just giving the player who goes second some form of turn 1 protection would be enough. Like Night fighting for just the first player turn.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 22:42:43
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
Galef wrote:pismakron wrote:It is only the player going first that has to spend CP's activating units.
That makes it even worse of an idea. I get that going first is a big advantage, but you change completely flips it in favor of going second.
In Malestrom games it is even worse. You definitely want to go second in every game
Honestly, I think just giving the player who goes second some form of turn 1 protection would be enough. Like Night fighting for just the first player turn.
It does not make it worse. The player going first needs to spend CP's to activate units, but he also gets an additional amount of CP to do it with (or keep). The exact amount is determined through a hidden auction. If you think going second is so much better, then you just bid high.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 23:39:33
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
Sounds broken to all hell. Severely limits the ability to actually do an alpha strike and then screws you over for the rest of the game because you have no command points, or even if you just want to take a normal first turn you get screwed over because you can't use all your units and once you've had your half turn you have no CPs. This just effectively makes going second the new going first and going first a terrible nightmare.
|
iGuy91 wrote:You love the T-Rex. Its both a hero and a Villain in the first two movies. It is the "king" of dinosaurs. Its the best. You love your T-rex.
Then comes along the frakking Spinosaurus who kills the T-rex, and the movie says "LOVE THIS NOW! HE IS BETTER" But...in your heart, you love the T-rex, who shouldn't have lost to no stupid Spinosaurus. So you hate the movie. And refuse to love the Spinosaurus because it is a hamfisted attempt at taking what you loved, making it TREX +++ and trying to sell you it.
Elbows wrote:You know what's better than a psychic phase? A psychic phase which asks customers to buy more miniatures... 
the_scotsman wrote:Dae think the company behind such names as deathwatch death guard deathskullz death marks death korps deathleaper death jester might be bad at naming? |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 23:47:59
Subject: How to fix the first turn-advantage
|
 |
Legendary Master of the Chapter
|
I like the idea of bidding with CP but i know some one is going to try and break it pretty quick.
|
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/04 23:51:14
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
CREEEEEEEEED wrote:Sounds broken to all hell. Severely limits the ability to actually do an alpha strike and then screws you over for the rest of the game because you have no command points, or even if you just want to take a normal first turn you get screwed over because you can't use all your units and once you've had your half turn you have no CPs. This just effectively makes going second the new going first and going first a terrible nightmare.
It definitely limits the ability of doing effective alpha strikes, that is the point of it. It does not screw you over for going first. You can go first and keep your entire bid of additional CP's for the remainder of the game. And if you really want to go second, then bid up and write a high number. Automatically Appended Next Post: Desubot wrote:I like the idea of bidding with CP but i know some one is going to try and break it pretty quick.
Try and break it. If you can, good. If you cannot, even better.
|
This message was edited 1 time. Last update was at 2017/12/04 23:53:07
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 00:24:33
Subject: How to fix the first turn-advantage
|
 |
Heroic Senior Officer
|
pismakron wrote:Here is a house-rule to curb first-turn advantage.
1) In the first turn of the first battle round all unit activations costs 1 CP per phase. So, if the beginning player wants to, say, move 2 units, deepstrike 1 unit, shoot with 3 units and charge with 1 unit, that would cost a total of 7 CP's. After this turn the game proceeds as normal.
2) Right before deployment both players secretly writes down a number on a piece of paper. After a simultaneous reveal, the player with the lowest number receives that amount of additional CP's and gets first turn as described above.
Pretty brilliant, eh?
This doesn't scale at all thanks to game size or army size. An Imperial Knight or IG superheavy regiment would be able to move almost their entire army turn 1 and blow you off the table same as always. Meanwhile MSU and hordes get absolutely wrecked by this.
I get where you're trying to go with this, but it's a pretty flawed idea and just opens up a can of worms that is more complex and arguably worse than what it's trying to replace.
Ideally it should be where there are clear advantages to going second. Even in 40k there is a clear advantage to going second because it allows you to basically guarantee last turn objective grabs. It's not as dramatic as a turn 1 alpha strike but it's there. Honestly, there's nothing you can do to remove alpha strike from the game other than restrict reserves from popping up turn 1 or completely redoing to turn structure into some sort of alternating system like Bolt Action or Dropzone Commander uses.
|
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 00:27:19
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
pismakron wrote:
It definitely limits the ability of doing effective alpha strikes, that is the point of it.
I get that, i just think it goes way too overboard.
pismakron wrote:
It does not screw you over for going first. You can go first and keep your entire bid of additional CP's for the remainder of the game. And if you really want to go second, then bid up and write a high number.
Lets say I bid five and you bid six. For the purposes of the thought experiment let's say I have 6 CPs to start with and ten separate units. I now have 11 actions I can perform between ten units. They can either move or shoot, and one unit can do both. Now that's a very limited turn one. And now, on top of my terrible turn one, I am left with no CPs for the rest of the game. Alternatively, I hold onto my 11 CPs and let my opponent alpha strike me, killing one third of my army, and I'd take the third of my army over the 5 CPs any day. Meanwhile, the person who bid six, or hell they could bid 1000 it doesn't matter, gets their 6 or 7 starting CPs to use as and when they please, and a full first turn.
It sounds ridiculously unfair to whoever goes first.
|
iGuy91 wrote:You love the T-Rex. Its both a hero and a Villain in the first two movies. It is the "king" of dinosaurs. Its the best. You love your T-rex.
Then comes along the frakking Spinosaurus who kills the T-rex, and the movie says "LOVE THIS NOW! HE IS BETTER" But...in your heart, you love the T-rex, who shouldn't have lost to no stupid Spinosaurus. So you hate the movie. And refuse to love the Spinosaurus because it is a hamfisted attempt at taking what you loved, making it TREX +++ and trying to sell you it.
Elbows wrote:You know what's better than a psychic phase? A psychic phase which asks customers to buy more miniatures... 
the_scotsman wrote:Dae think the company behind such names as deathwatch death guard deathskullz death marks death korps deathleaper death jester might be bad at naming? |
|
 |
 |
![[Post New]](/s/i/i.gif) 2027/01/15 00:27:42
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
pismakron wrote: CREEEEEEEEED wrote:Sounds broken to all hell. Severely limits the ability to actually do an alpha strike and then screws you over for the rest of the game because you have no command points, or even if you just want to take a normal first turn you get screwed over because you can't use all your units and once you've had your half turn you have no CPs. This just effectively makes going second the new going first and going first a terrible nightmare.
It definitely limits the ability of doing effective alpha strikes, that is the point of it. It does not screw you over for going first. You can go first and keep your entire bid of additional CP's for the remainder of the game. And if you really want to go second, then bid up and write a high number.
Automatically Appended Next Post:
Desubot wrote:I like the idea of bidding with CP but i know some one is going to try and break it pretty quick.
Try and break it. If you can, good. If you cannot, even better.
Guard will just bid 12 command points and get 4 back. If you out bid then, they’ll get 4+ free points at the start. Bidding buffs guard when they already are too good.
|
This message was edited 3 times. Last update was at 2017/12/05 00:30:54
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 00:44:40
Subject: Re:How to fix the first turn-advantage
|
 |
Douglas Bader
|
Zero bid, spend 3 CP to activate my three LoW and get the same alpha strike, except now I'm guaranteed to get first turn instead of having to roll for it. Please no.
|
This message was edited 1 time. Last update was at 2017/12/05 00:45:19
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 00:52:59
Subject: How to fix the first turn-advantage
|
 |
Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
|
Guys, the troll is obvious...
|
Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 05:01:08
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
CREEEEEEEEED wrote:
Lets say I bid five and you bid six. For the purposes of the thought experiment let's say I have 6 CPs to start with and ten separate units. I now have 11 actions I can perform between ten units. They can either move or shoot, and one unit can do both. Now that's a very limited turn one. And now, on top of my terrible turn one, I am left with no CPs for the rest of the game. Alternatively, I hold onto my 11 CPs and let my opponent alpha strike me, killing one third of my army, and I'd take the third of my army over the 5 CPs any day. Meanwhile, the person who bid six, or hell they could bid 1000 it doesn't matter, gets their 6 or 7 starting CPs to use as and when they please, and a full first turn.
It sounds ridiculously unfair to whoever goes first.
Then why did you bid five? Nothing stops you from writing down, say, 10 or 15 on your piece of paper. Automatically Appended Next Post: Jaxler wrote:
Guard will just bid 12 command points and get 4 back. If you out bid then, they’ll get 4+ free points at the start. Bidding buffs guard when they already are too good.
Then what if his opponent bids 10 thus getting first turn? I don't follow your train of thought, here. Automatically Appended Next Post: Peregrine wrote:Zero bid, spend 3 CP to activate my three LoW and get the same alpha strike, except now I'm guaranteed to get first turn instead of having to roll for it. Please no.
That list certainly breaks the system, and, in my opinion, such a list ruins every phase of the game. The obvious solution is to not use the house-rule with such lists, or just say that LoW/Titanic units require 5CP per activation. Automatically Appended Next Post: MrMoustaffa wrote:
This doesn't scale at all thanks to game size or army size. An Imperial Knight or IG superheavy regiment would be able to move almost their entire army turn 1 and blow you off the table same as always. Meanwhile MSU and hordes get absolutely wrecked by this.
Hordes don't necessarily get wrecked by this. An ork Boy blob is 193 points and a Genestealer blob is 240. But I agree that lists with a few very powerful and points-dense units gets a big advantage from this system, but this is true of pretty much all alternate activation schemes as well. In a bolt-action scheme the guy with 3 Knights and 500 points of MSU will dominate, as he would be able to front load his shooting and fighting phases, while backload his movement and deployment phases. Regards Automatically Appended Next Post:
Try and break the system, please.
|
This message was edited 4 times. Last update was at 2017/12/05 05:44:09
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 05:59:13
Subject: How to fix the first turn-advantage
|
 |
Pestilent Plague Marine with Blight Grenade
|
Surely the simplest solution would be just to only allow reserves to enter from turn 2 onwards?
|
"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
5300 | 2800 | 3600 | 1600 | |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 06:07:21
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
NurglesR0T wrote:Surely the simplest solution would be just to only allow reserves to enter from turn 2 onwards?
It wouldn't really solve anything at all though. Artillery-heavy gun-lines, alpha legion with 40 infiltrating Bezerkers, would still dominate on turn 1.
As for limiting deepstrike to turn 2, do you mean the first turn of the second battle round, or the second turn of the first battle-round? Both of those have issues.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 06:11:01
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
Marmatag wrote:With the addition of new codexes, first turn advantage has diminished quite a bit.
Also, in ITC progressive scoring missions, with scoring done at the end of the game turn as well as player turns, getting the last turn before game turn scoring is a big deal.
I recently played in a tournament and chose to go second every game.
Sure, but the pages upon pages of ITC rulings are a much more extensive and invasive set of houserules with far more wideranging changes to the game than the little CP-activation suggested above.
ITC 40K is very from vanilla 40K.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 07:36:45
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
pismakron wrote:[
Then why did you bid five? Nothing stops you from writing down, say, 10 or 15 on your piece of paper.
Maybe because i wanted first turn to i tried to underbid my opponent. Although given the way this system looks you're right, why bid low, it'll just screw you over. Bid 100 to secure turn 2.
|
iGuy91 wrote:You love the T-Rex. Its both a hero and a Villain in the first two movies. It is the "king" of dinosaurs. Its the best. You love your T-rex.
Then comes along the frakking Spinosaurus who kills the T-rex, and the movie says "LOVE THIS NOW! HE IS BETTER" But...in your heart, you love the T-rex, who shouldn't have lost to no stupid Spinosaurus. So you hate the movie. And refuse to love the Spinosaurus because it is a hamfisted attempt at taking what you loved, making it TREX +++ and trying to sell you it.
Elbows wrote:You know what's better than a psychic phase? A psychic phase which asks customers to buy more miniatures... 
the_scotsman wrote:Dae think the company behind such names as deathwatch death guard deathskullz death marks death korps deathleaper death jester might be bad at naming? |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 07:46:16
Subject: How to fix the first turn-advantage
|
 |
Waaagh! Ork Warboss
Italy
|
First turn fix: units belonging to the army that goes first fires half of the shots. For example 4 lascannons count as being only 2. Twin ass cannons count as single ass cannons, etc...
What is really strong about first turn is the shooting phase, just limit it and going first wouldn't be so vital.
|
This message was edited 2 times. Last update was at 2017/12/05 07:47:17
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 08:20:41
Subject: How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
CREEEEEEEEED wrote:pismakron wrote:[
Then why did you bid five? Nothing stops you from writing down, say, 10 or 15 on your piece of paper.
Maybe because i wanted first turn to i tried to underbid my opponent. Although given the way this system looks you're right, why bid low, it'll just screw you over. Bid 100 to secure turn 2.
Sure, and then your opponent bids ninety, gets first turn with ninety CP's? The correct approach is bid just enough that getting first turn would be acceptable, but as low as possible within that constraint. Automatically Appended Next Post: Blackie wrote:First turn fix: units belonging to the army that goes first fires half of the shots. For example 4 lascannons count as being only 2. Twin ass cannons count as single ass cannons, etc...
What is really strong about first turn is the shooting phase, just limit it and going first wouldn't be so vital.
That would not be a bad rule, but it would still allow people to infiltrate 40 bezerkers/15 aggressors whenever they rolled for first turn.
|
This message was edited 1 time. Last update was at 2017/12/05 08:23:01
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 08:40:58
Subject: How to fix the first turn-advantage
|
 |
Douglas Bader
|
pismakron wrote:Sure, and then your opponent bids ninety, gets first turn with ninety CP's?
You play a farce of a game where both players use literally every stratagem at every possible opportunity. The problem is that, before you bid, you have to ask whether or not you want to participate in the system at all. If you want the first turn you have to carefully weigh the options on how much you can afford to bid, and you probably get something reasonable for a number. If you don't care about going second, because you have a reserves-heavy beta strike list or just plan to win on end-of-turn objective grabs, you bid infinite points and have infinite stratagem use. A bid of 10 CP and 999999999999999999 CP have the same (nonexistent) chance of winning, so of course you take the bigger supply of CP.
The real solution is to nerf infiltrate/deep strike/etc so they aren't so effective as an alpha strike, and then let the end of turn objective claim advantage balance out having the first attack. Go back to the old rule of prohibiting first turn charges if you infiltrate/scout/etc, make reserves arrive on turn 2 or later, and bring back the scatter dice on deep striking. Now you can no longer deliver those threats directly to their target without any delay or chance of failure. And now that you can't cripple an opponent with an alpha strike before they even get a turn you have to weigh the (greatly reduced) casualties you'll inflict vs. having the ability to clear an opposing unit from an objective and then immediately claim it before anyone can react. This is the reason why people often defaulted to having the second turn in previous editions where zero-risk zero-effort infiltrate/deep strike/etc weren't available.
|
This message was edited 1 time. Last update was at 2017/12/05 08:42:55
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 09:30:20
Subject: How to fix the first turn-advantage
|
 |
Waaagh! Ork Warboss
Italy
|
pismakron wrote:
That would not be a bad rule, but it would still allow people to infiltrate 40 bezerkers/15 aggressors whenever they rolled for first turn.
I agree, but IMHO deep striking abuse is another problem, a different one, but one of the main issues of 40k. In my ideal game deep strike would be completely removed, everything should start on the board, making vehicles more important, but maybe I'd still let 1 unit keep the ability. Or just make deep strike not automatic like rolling a D6: on 4+ the unit can arrive with the current rules, on 2-3 the 9'' limit becomes a 18'' one and on a 1 the unit is completely destroyed (it counts as the deep strike has placed them very far from the battle), no re-rolls allowed.
Infiltrate would still be part of the game but with a 15-18'' limit from enemy units.
Deep strike is too powerful but only a few deepstriking units are really OP and many armies can have decent screeners. Nerfing the shooting phase in turn 1 would be great.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/12/05 09:43:22
Subject: Re:How to fix the first turn-advantage
|
 |
Longtime Dakkanaut
|
To offset the CP cost of 1st turn, you need to bid an amount that relates to the number of units you play. So more units = higher bid (it's not worth to get 1st turn with 2 additionals CPs if you have 20 units).
So the system breaks down if the two players have a vastly different number of units.
If you have 4 (usually shooty) units, like 4 SHVs, you can just bid 4CP, which would be enough to get a normal first turn. If your opponent has 20 units, he/she has a choice: either bid very low, get first turn, but do nothing during 1st turn because a couple CPs does nothing for him/her. Or bid higher, and get screwed.
And obviously you shouldn't pay 1CP for each action (move, psychic, shoot, charge), but a fixed amount of CP for a whole turn. Otherwise units that can stay still and shoot gain an insane advantage over units that do need to move, shoot and charge in a turn to be useful.
|
|
 |
 |
|