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Made in us
Sinister Chaos Marine



SC, USA

I know that 5e has done a lot of nifty things to nerf the 'first turn advantage' that was so prevelant in 4e. But, what if Moving, Shooting, and Assaulting order was based on Initative value instead of player turns? I realize that the Initative characteristic would have to undergo a SEVERE overhaul for this to work; but I think that it would add a neat aspect to the game. Firstly, Initative itself would become much more variable. I'd forsee it going all the way up to 10, like Ld. Base Eldar and Dark Eldar troopers would probably suffer a reduction. Even troop types would change, with Fast Attack getting a boost and Heavy support a minus. I think this is a very do-able change. Vehicles would need Initative too. Speeders and skimmers would have high values, Baneblades and Land Raiders pretty low. Light vehicles like Rhinoes and trucks would be in the middle.

All phases would occur in Initative steps (like other RPGs such as D&D or WoD). Moving might occur in inverse order, so Fast Units adapt to the battle field. It might not just to remove complexity (yes this change would be complex at first but I think people would get used to it quickly).

What do others think about this concept?
   
Made in us
Bush? No, Eldar Ranger





San Francisco

I really like it, however I think leadership should factor in. Perhaps by making a leadership test commanders can swap their high init with a low init unit. That way you really get to see the "tactical genius" of space marines go to work.

Although leadership would also need to get reworked.... as currently everyone is bloody genius in that regard.

This message was edited 1 time. Last update was at 2008/07/21 13:51:07


He's not going to kill the Falcon anyway, it's built from magic fairy wings and dreams. -- Phyraxis 
   
Made in us
Sinister Chaos Marine



SC, USA

der Wiskinator wrote:I really like it, however I think leadership should factor in. Perhaps by making a leadership test commanders can swap their high init with a low init unit. That way you really get to see the "tactical genius" of space marines go to work.

Although leadership would also need to get reworked.... as currently everyone is bloody genius in that regard.


I could see that being an attribute for a few select commanders. (Commisar Yarick?) Since I haven't been set on fire yet for such outright heresy regarding 40k rules, let's flesh this out further.

Base Initative value will be 5, right in the middle of a 1-10 scale.
Troops Choices have I 5
Fast Attack choices add +2
Heavy Support -1


Monstrous Creatures and Walkers -1
Tanks add -1
Skimmers add +1

HQ and Elites Choices add +1
Slow and Purposeful -1
Super Heavies -1 or maybe even -2

So Tyranid HQ MCs work out to I 5, Obliterators come in at a measley I 3 and their Daemon Princes maintain I 5. Marine and Eldar HQ's both have I 6. However, I should mention that wargear affecting Init would become popular in regards to Eldar and Dark Eldar (Banshee Helms and Mandiblasters come to mind). Perhaps Jump Packs and other movement enhancing items?

That's enough for now. Any comments and criticisms are most welcome, especially from people familiar with armies I am not. If you think that your choices are represented as being too fast or too slow, speak up.
   
Made in us
Sword-Bearing Inquisitorial Crusader






All I can say is, Necrons would suck... Horribly...

+2 int on troop choice, elites, even some fast attack units.

I would hate life, seriously..

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Made in us
Violent Enforcer




Charleston, SC, USA

I always thought that a turn sequence like LoTR would be nice.
First both sides roll off, high roller chooses who moves first.
Next, both sides roll off, high roller chooses who shoots first.
Lastly, both sides roll off, high roller chooses who charges first.
The loser of the previous roll gains a +1 to his roll.

This message was edited 1 time. Last update was at 2008/07/22 19:01:16


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