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Made in us
Adolescent Youth with Potential




I think it is a huge disadvantage going first AND picking the side. I would like to propose the "winner" of the roll off to see who goes first can decide: either pick a side or chose to go first. The other player can then chose a side or decide to go first. For example I roll a 5 and my opponent rolls a 2. I decide to start on the side with more advantageous structures and objective markers. So I chose the side while my opponent then gets to decide to go first or second. If he chooses to go first, I would still be able to steal the initiative. This change is closer to Soccer and other sporting events where sometimes the field position is more important than having the ball. Just a thought! We have done this a few times in the gaming group and went well.
   
Made in us
Missionary On A Mission



Northern CO

In my local group, we always roll off for choice of side and then separately roll off to deploy/go first. Mostly works out well, though I can see the merit of saying "pick your side and deploy second, or deploy first but be stuck with whichever side is left".
   
Made in us
Fixture of Dakka





We usually roll for choice of side and choice of first turn/deployment as well.

It's worth noting that in some competitive environments, many armies actually prefer to go second as it lets them...

*Counter-deploy
*Beta strike *after* their opponent's beta strike (meaning their opponents heavy hitters are now probably on the table and exposed)
*Get last turn (which is useful for objective scoring).


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
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