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Made in gb
Irked Necron Immortal





Basically the title.

Just curious as to whether anyone preferred the Initiative system from previous editions, or whether everyone now prefers the current system for resolving combats?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, initiative was a vital part of the system.
Aeldari kin had highest initiative while Orks has lowest.
The game has lost an edge.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

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Made in us
Wicked Warp Spider





I do wonder if a WHFB compromise would be viable.
Say you set the initiative of the actual units between 2 and 9.
Some weapon set you to initiative 1 when used.
Charging set you to initiative 10 in the turn you charged.

... and then we would have stratagems to raise Ork initiative, Tau equipment to lower the charger's initiative... and so on because gotta sell those codices, boy.

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Made in au
Dakka Veteran





Absolutely. I miss a lot about 7th so I started a Heresy army. There's some cool initiative shenanigans here, I like the elements it adds.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Yes and no. The problem with the Initiative system is that it didn't vary enough within each army list, so (for instance) Eldar characters weren't allowed to be able to actually win combat because they struck first and they'd have invalidated other people if they could (see: Elves in duels in WHFB where "always strikes first" was their defining keyword).

Initiative in 30k is much better-done because it affects it with weapons more and because everyone's Initiative is closer together so smaller differences actually matter. Taking a powerfist on a SM character in 7th was a no-brainer because everything that mattered was striking before him anyway, taking it in 30k is a trade-off because you get to choose whether you want to make weaker attacks before the enemy or make stronger attacks after the enemy.

This message was edited 2 times. Last update was at 2019/07/01 15:04:46


Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in au
Dakka Veteran





Emperor's Children striking at +1 initiative with AP2 weapons is really strong for example in a power armour based game (for obvious reasons), but they only get that if they make the charge, otherwise they will trade out expensive elites with tactical squads at the same iniatitive. It's a really cool element that promotes tactical play as well as list building like the above comment said so well.
   
Made in gb
[DCM]
Procrastinator extraordinaire





London, UK

I miss it quite a bit, losing initiative mean that armies that relied on being fast in combat/hitting first are invalidated. It makes combat less impactful now that you don't have to worry about charging what should be a fast unit.

   
Made in us
Legendary Master of the Chapter






I miss some things sure. i think initiative was fine, always strike last was bad and make taking certain weapons hot garbage.

but then its not that bad now. most of those speedy armies gets rules that let them strike first anyway.


 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!

 
   
Made in ie
Battleship Captain





Not at all. I didn't like that a unit that managed to race across a field of explosions and lasers could have their efforts invalidated because the enemy unit has a higher stat, and I'm speaking as someone who mainly played nids when initiative was a thing.


 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

I dont really miss it, it wasn't used for a whole lot, largely just CC attack order, and didn't vary enough to matter within armies much (oh look, literally everything in the book is I4 except the HQ dudes that are I5).

I haven't really felt like anything was missing with its loss, especially at the scale the game is played at. Most of the very few non CC Init related mechanics didn't work so well when they were attempted (e.g. jaws of the world wolf), and the stats application was always limited and far more appropriate to skirmish or RPG scale game.

This message was edited 2 times. Last update was at 2019/07/01 15:51:18


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Made in us
Norn Queen






Nope. Initiative was crap.

It was a cumbersome system that made stuff complex and resulted in things like Orks who wanted to be in melee getting their asses handed to them before they could do anything with it.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Barpharanges







I despised initiative. It seemed ridiculous that units charging into combat where suddenly striking after their opponents, and often meant that dedicated close combat units in Power Armour armed with weapons like power fists and axes were worthless since they'd be killed before they could even strike.

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Made in us
Stealthy Warhound Titan Princeps






I miss Initiative, because it gave extra value to woods/area terrain. Charging into terrain meant you struck last (or gave the defenders Initiative 10, I don't remember) which made positioning your troops more important. I remember my 4th edition Grey Knights army... it was vital you placed your marines in cover to receive a charge, so you could unload with storm bolters and then when the enemy got close you could swing first with 2 attacks, both hitting at strength 6.
   
Made in us
Gargantuan Gargant






Initiative was pretty one-sided IMO, and unfair to a lot of factions who just had baseline low initiative for their stats and since GW LOVES to copy paste statlines rather than have varying levels based on their army roles, it meant guys like Necrons had a rough time with Flayed Ones and Lychguard ever really getting to swing, and same with Orks. I know one friend of mine with high initiative army, Slaanesh Daemons, hated the way it worked since terrain would screw him over since they never came with grenades so would always strike last since anything worth charging would hide out inside terrain. Alternating different units now makes a lot more tactical sense IMO with choosing how many units you want to charge in a turn, and with the interrupt 2CP stratagem gives some leeway for someone on the receiving side to do something before everything dies.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Speaking as an Eldar player (high Initiative) I actually don't miss it.
Being faster and thus getting to go first by charging is good enough.
I often found Initiative didn't matter anyway. You either had grenades, or you didn't.

As much as the nuance was cool in theory, in practice, I'm glad it's one less thing to worry about.
Same goes for the WS v WS chart. And Str vs AV. The 8E statline is streamlined and I like it.

-

   
Made in us
Longtime Dakkanaut





I have to agree with the nay-sayers. Eldar and Nids are already faster than my Marines and have better strats/abilities/psychic powers for getting into melee, if I do manage to charge them I deserve to benefit from pulling it off. Under the old system the guy with the lower initiative never had a reason to charge.

   
Made in us
Fixture of Dakka





I miss it.
   
Made in gb
Lethal Lhamean




Birmingham

It was dumb and horribly binary, I'm very glad it's gone.
   
Made in ca
Longtime Dakkanaut





Not missing at all. Like Leadership, there were so many things that made Initiative pointless anyways. It was so rare that I would make a charge where I was striking first. I was always either striking last or simultaneous. Even when it did matter, it often didn't matter, as the units getting into combat were just so much deadlier and resistant than the units they were fighting.

So, yeah, it mattered in the case where a close combat unit attacked another close combat unit and the target of the charge wasn't in cover and one unit had a higher initiative than others (and since most characters had Initiative 5, that was pretty rare too).

I much prefer the current system. All chargers go first. Watch your charges due to way models pile in. You can interrupt if really important at a cost, but it could be worth it. When lots of forces get stuck in combat you get into an interesting back-and-forth game.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Pious Palatine




No. Initiative was one of the worst mechanics in all of 40k.

People like to toss around accusations that a lot of different stuff makes the game 'untactical', well initiative is the least tactical mechanic possible. My number bigger than yours? Remove model.

CQC was atrocious in previous editions, being essentially just an excel spreadsheet that A. Hated you and B. Took 45 minutes to compile.


 
   
Made in us
Blood-Drenched Death Company Marine




No.
   
Made in us
Fixture of Dakka





ERJAK wrote:
[...]
People like to toss around accusations that a lot of different stuff makes the game 'untactical', well initiative is the least tactical mechanic possible. My number bigger than yours? Remove model.

I disagree. With proper balance, I should be factoring in that my Tac Marines will swing first when deciding how much firepower to put into the Ork Boyz squad that's going to make contact next turn vs the squad behind it. It *can* be very tactical. Although that would have required better balancing.


CQC was atrocious in previous editions, being essentially just an excel spreadsheet that A. Hated you and B. Took 45 minutes to compile.

While I agree with this statement, I still miss it. It had a lot of upsides - like elite units "winning combat" even without killing many doods.
   
Made in us
Dakka Veteran





We still use it. The difference being from previous editions is that we still use charge bonus attacks where applicable, and THOSE attacks go first. So even a last initiative weapon will go first once on the charge, etc.
   
Made in gb
Irked Necron Immortal





 amanita wrote:
We still use it. The difference being from previous editions is that we still use charge bonus attacks where applicable, and THOSE attacks go first. So even a last initiative weapon will go first once on the charge, etc.


Eh?
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

 Yarium wrote:
Not missing at all. Like Leadership, there were so many things that made Initiative pointless anyways. It was so rare that I would make a charge where I was striking first. I was always either striking last or simultaneous. Even when it did matter, it often didn't matter, as the units getting into combat were just so much deadlier and resistant than the units they were fighting.

So, yeah, it mattered in the case where a close combat unit attacked another close combat unit and the target of the charge wasn't in cover and one unit had a higher initiative than others (and since most characters had Initiative 5, that was pretty rare too).

I much prefer the current system. All chargers go first. Watch your charges due to way models pile in. You can interrupt if really important at a cost, but it could be worth it. When lots of forces get stuck in combat you get into an interesting back-and-forth game.


I agree. the current system (at least in theory) presents choice, and choice is good. I think the initiative stat was one of the vestigial elements of the RPG days.

   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

I don’t miss it, and I thought I would. I prefer the new choices/tactics around who fights first than a guarantee based on stat line.

 Stormonu wrote:
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Made in us
Heroic Senior Officer





Western Kentucky

I don't, but to be fair the only people I really knew that liked it had high initiative armies and always got to go first. Almost never heard an Ork, Necron, or Tau player say they missed it.

I'm not sure if the new system is perfect, but I do like how you're rewarded for pulling off the charge. Before an Ork mob could charge a bunch of marines, doing everything right, and still lose a ton of Boyz before he could even swing because the marines just got to go first even if they played bad. It was a lazy system and didn't reward smart play. You basically decided combat in the list phase and knew how things were going to go down before the first swing.

Maybe having charging add a bonus to initiative would've worked so that the initial charge rewarded smart playing but getting into a melee in the center over multiple turns was good for some armies and bad for others, encouraging different playstyles. But as it sat in 7th it was a bad system unless you were a marine, eldar, or mid player.

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Made in us
Longtime Dakkanaut




One of the few simplifications of 8th I actually like. I love CC but it's probably the slowest phase over all since both players have things to do.

Having one side or the other just swing depending on turn or charge is quicker than this one IC is I8 most of my troops are I4, most of your guys are I2 but the drones are as quick as a marine.
   
Made in us
Krazed Killa Kan






 MrMoustaffa wrote:
I don't, but to be fair the only people I really knew that liked it had high initiative armies and always got to go first. Almost never heard an Ork, Necron, or Tau player say they missed it.

I'm not sure if the new system is perfect, but I do like how you're rewarded for pulling off the charge. Before an Ork mob could charge a bunch of marines, doing everything right, and still lose a ton of Boyz before he could even swing because the marines just got to go first even if they played bad. It was a lazy system and didn't reward smart play. You basically decided combat in the list phase and knew how things were going to go down before the first swing.

Maybe having charging add a bonus to initiative would've worked so that the initial charge rewarded smart playing but getting into a melee in the center over multiple turns was good for some armies and bad for others, encouraging different playstyles. But as it sat in 7th it was a bad system unless you were a marine, eldar, or mid player.


I play Orks and I enjoyed initiative. It's another aspect of a unit's combat ability which helps make each unit and race play a bit differently.

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Made in us
Powerful Phoenix Lord





I'd be fine with it returning, if only because the new WS method is pretty poor (not being comparative, etc.) If better units struck first regardless of being charged, it would negate a lot of that. Ideally I would see the WS converted to a similar system they use for wounding in 8th. A simpler version of the old table would have been nice.

They changed the way stat lines work, but then they didn't bother actually changing stat-lines. The entirety of 8th could be better if they explored the stat lines far more when redoing the game.
   
 
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