Powerfisting wrote:So, I've tried porting
40k to alternating activation and it always felt tedious but I have never tried it quite the way you putt it. I will give it a try this way.
In general, I fail to see the advantages of this system over a simpler your phase-my phase system where I take my movement phase with all of my army, you move with all of your army, I shoot, etc.
The way I view it, I go you go is basically ATB x 3. Remember to move all your units, then shoot with all your units, then assault with all relevant units. It's ADD-riffic
IMO, and I'm interested in a system that's more fluid/organic in its play.
I had a few thoughts on how to streamline the rules further:
-Less Command Points per army, but they replenish at the start of the turn.
-A unit gets a max of 2 actions per turn, chosen from:
--Move: If done while in melee, enemy models in
B2B get a free round of autohitting attacks ("free strike"). If not in melee, cannot move within 1" of an enemy unit unless you end movement within 1". At the end of the move, any models in b2b with the enemy may make a free round of melee attacks.
--Attack: This includes a 3" move. If in assault, use pile-in rules for assault. Else, the move is "at will". Assault Weapons can be used in melee if not used previously, so Breachers have a purpose, and Ork Warbikers get their old Psycho-Dakka-Blasta shtick back. You can split attacks between 2 melee weapons, use one melee weapon and one pistol, or two pistols.
--Defend ("Only lose a wound for every 2 failed saves, round up"). Defend replaces Smoke, Jink, Go to Ground, etc. and is a general catchall for protective measures. Only "Move" can be carried out twice.
-Some characters get noncombat actions they can take in lieu of attacking.
-Activating a unit lets it take up to 2 actions (aka "good luck").
-Immediately after an activated unit declares an action but before executing it, the opponent may declare a unit will attempt to Interrupt. This lets the unit take one action.
-Command Points may be spent to:
--Bring a unit in from reserve.
--Interrupt with a unit that has already taken one action.
--Activate a unit that has already taken one action.
--Activate a second unit after activating one unit. You may not activate a third subsequent unit before handing the Initiative to your foe.
The system would have a few oddities/tweaks to represent old-school rules, hypothetical examples including:
-Dark Angels do not need to spend a
CP to interrupt with a unit that moved, if that unit is attempting to shoot a charging foe.
-Dark Eldar have 6 - (Turn Number)
CP per turn. They need to get in, accomplish their objective, then get out!
-Berzerkers can take two Attack Actions, if they're both with melee weapons.
The idea is this system can model Advances, counter-charges, overwatch, Jinking/Going to Ground/etc. without needing explicit rules for them. There are a few items I might include (Collisions/movement, "free strikes" if an opponent tries to withdraw from melee, etc), but the idea is to keep the tempo going between both players, with
CP being reserved for trap-setting, or double-striking your foe.