The rough draft of it looks like this:
Movement Phase
Player A
Player B
Reserves Player A
Reserves Player B
Psychic Phase
Player A
Player B
Shooting Phase
Player A
Player B
Assault Phase
Player A Charge sub phase
Player B Charge sub phase
Fight Sub Phase
Introduction
So….what exactly am I trying to fix here? That’s the first question I ask myself when I start tinkering with rules. Change just for the sake of change can be fun, but then I’m usually just making new problems without making the system better. Obviously, any tinkering with the rules is begun with the hope of making something more fun. In this exact case, I’m trying to reduce the benefit of getting first turn and allow the opposing player more chances to react. I’ve played a couple 1,000 point games with these rules and have liked the results so far. It seems like a simple enough idea that I’m sure someone else has made similar proposals. I would love to see other versions if anyone could point them out to me
Turn Order Variants
The rough draft above was my first idea. I thought it might also be interesting to roll off at the beginning of every Turn to see who would go first, or at least swap the positions of Player A and B. When it came time to test the rules out, my discussion with my friend led to something a bit more radical and we rolled off at the beginning of every phase. I made the arbitrary ruling that the person who roles highest HAS to go first instead of receiving the choice of doing so. I didn’t want the start of every phase to become moment of great tactical intrigue as the pros and cons are weighed.
It made the game a bit more intense as every tactical decision you made in the previous phase may rely on you going first. It may be a bit too random for some people, so find what works best for you.
Movement Phase
In the movement phase, it’s immediately obvious going second offers a huge advantage. Much like getting second deployment, you know exactly where the enemy guns are going to be and can move to avoid them. Going first is a bit of a nightmare scenario for short range weapons as your intended target can just wander off. However, by going first you do get to choose where the fight is happening and limit where your opponent can advance. It’s an interesting trade-off. It mostly hurts vehicles as they are the only models with limited firing arcs. But….maybe this is ok? Vehicles are rather powerful units (usually) so stealth nerfing them a little isn’t that bad. Overall, my opponent both enjoyed getting to react to the others movement. I also made a slight adjustment to reserves that messes with things a little more….
Reserves
Instead of handling reserves at the beginning of the movement phase, I moved it to the end after both players have moved. This includes rolling to see which models are coming in. It adds a bit of tactical uncertainty that I enjoy and also allows reserves to react to the opponent’s movement regardless of who went first. Reserves are usually a reactionary force, so this change feels good to me.
Shooting Phase
I feel this phase is the great deciderer of most
40K games. If you go first and kill key targets before they get a chance to react, you win! Not really, of course, but that’s how it often feels. The alternate turn structure I’m proposing here doesn’t actually help much with alleviating that. In an ideal world, everyone’s actions would be resolved simultaneously. There are definitely ways to do that, but it ends up with too much bookkeeping for a game of
40K’s scale. So….we need more special rules? Specifically, it’s a rule the player who is taking the second turn in the shooting phase has access to:
Return Fire!
When a unit is fired upon, before hits are rolled, it’s player may declare that the unit will Return Fire! (This has the same timing as declaring you are going to Jink) The fired upon unit may make a full shooting attack resolved against the unit shooting at it. All shots are resolved simultaneously, much like models striking at the same initiative. Just remove casualties at the end. A unit that uses Return Fire! may not fire in their own shooting phase. A unit may only use this ability once per phase. To summarize
Unit A shoots at Unit B. Unit B may declare it will Return Fire and shoots at Unit A. Resolve casualties simultaneously. Only the player going second in the shooting phase may use this rule.
The purpose of Return Fire! is to allow a shooty unit to have some effect on the game even if they are going to be wiped out. It’s not all powerful though as the unit shooting you may not be the unit you want to shoot. You then have the choice to shoot back anyways (might as well take some of those guys with me…) or hope to survive the storm of fire. Just remember that only the player going second gets this ability.
I was quite happy with the effect of this rule on the game. It felt a lot more fun to see casualties happening on both sides of the table and gives both players some new and interesting tactical choices to make. Knowing that whatever you are shooting at will get a chance to shoot back can be worrisome.
Some addendums
In the test games I ran, vehicles were not allowed to use Return Fire! (except for walkers, because walkers :p ). It seemed to work out ok.
There are also some additional questions pertaining to Jink and Going to Ground. If a unit has returned fire at full ballistic skill should it be allowed to Jink or Go to Ground at a later point? Seems kind of cheesy, but it’s the same effect as going first and jink/g2g when the player going second starts to shoot. The only restriction we placed was that you can’t g2g against the shooting attacking that triggered Return Fire!
The way I wrote this rule would probably make
GW proud. I need to find a way to better summarize it :p
Additional Addendum
Given how models are able to scamper around vehicles a bit too easily sometimes, we allowed non-zooming vehicles to rotate in place up to 45 degrees in the shooting phase, but only if it’s to get a target into
LOS. Just a minor thing.
Assault Phase
is interesting to note that there is one lest round of combat per turn, but now turn one assaults may be attempted by both players as both have had a chance to move forward. Two assault armies should be getting right to business.
As players are getting a chance to react to their opponents movement and shooting, Overwatch no longer seemed necessary so we stripped it out for the test games. It was rather refreshing to not need to worry about giving extra shots to your opponent. We did let flamers keep their Wall of Death rule though as 1: it’s a really cool name and 2: Short range weapons suffer from reactionary movement and need all the help they can get.
As far as I know, Tau are the only race to have a rather prevalent rule attached to Overwatch. It wouldn’t be that big of a loss, but I don’t want to strip out their flavor of units supporting each other. My thought then would be to allow them to use the special rule Return Fire! in a similar fashion. Basically, if a Tau unit is shot, that unit and other Tau units with the special rule within the six inches may all trigger Return Fire! Sounds fitting, but I don’t have the means to test it.
One other change I tried in the assault phase is that equal weapon skills hit on 3+, not 4+. This is simply because I hate pillow fights and want to see close combat resolved a bit more speedily.
Conclusion
My friend and I both enjoyed playing with the new rules. It was nice to not have to wait as long for a chance to play and the opportunities to react made things feel a bit more dynamic. I’m not entirely sold on the Return Fire! rule I introduced but the shooting phase needs something to help balance it. There are also a lot of special abilities that trigger at odd times under the new system. For example, popping smoke, if left as a shooting phase ability, is completely useless for the player going second. My friend and I made the ruling to just trigger it in the movement phase and that solved the dilemma. There are surely many more abilities like that which will require similar adjustment. Feel free to ask me any clarifying questions and if you actually like my bizarre ideas enough to try them I would love to hear how it went. Any feedback is welcome.