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Made in us
Regular Dakkanaut




Piedmont N.C. of the usa

Ive read a few post on alternative phase methods but havent heard of anyone adopting actions points to 40k.

In essence each unit would have two actions points per turn. An action point could be used to move, shoot, cast a psychic power, charge/fight. This would elimate the phase order making it easier for players to alternate activating units.

This may be suited better for a kill team like game but what are anyone elses thoughts.

I figure each action would cost one point and each unit would start the turn with two points. Overwatch would still be a free action. also doubling up on the same action could be benificial and risky.

PEACE is a lie, there is only Passion,
through passion, I gain STRENGTH,
through strength, I gain POWER,
through power, I gain VICTORY through. victory, MY CHAINS are BROKEN.

 
   
Made in us
Potent Possessed Daemonvessel





The issue with systems like this IME is that they really punish elite armies. Extreme MSU armies really benefit from spamming cheap activations until their opponent has finished moving then moving their own units into range/LOS. I think if you were to do something like this more expensive units would need more action points. Further it really benefits units that specialize in one form of offense. IF I can largely only shoot or assault during my turn then being good at both is really not that great.

I think you would largely need to rewrite the whole game for this to work.
   
Made in gb
Lieutenant Colonel




A hybrid system using alternating actions , is more viable than actions points in largr battle game like 40k IMO.

EG
Command phase,(start of turn stuff.)

Player A first activation.

Player B first activation.

Player A second activation.

Player B second activation.

Resolution phase.(End of turn stuff.)

This can be adapted in several ways.
(2 action set 'orders'can be placed face sown next to units in the command phase, and turned over in the first action phase.Then removed from play after the second action is taken.)

The basic idea is units can take any action in any order, but keep a basic turn structure so,it is easier to keep track of what units have done what etc.
I can expand on this if its of interest?
   
Made in us
Regular Dakkanaut




Piedmont N.C. of the usa

My wife is starting to learn how to play and so far weve just been playing 100-200 point games on a 2x2' board. Were using 8th rules but im hybriding in the kill team rules as i see fit and so far its a whole lot more fun than the games ive been playing at 2000 points. The igougo system though is making it even more swingy than a full scale game.

I still look back at my wotc sw miniatures game as a complete fun and functional system.

PEACE is a lie, there is only Passion,
through passion, I gain STRENGTH,
through strength, I gain POWER,
through power, I gain VICTORY through. victory, MY CHAINS are BROKEN.

 
   
Made in us
Fixture of Dakka





I like the igougo concept, especially for smaller games with fewer units to keep track of, but there are a few things to consider:

* This generally favors MSU armies who can spend meaningless actions to force you to show your hand, then punish you for doing so.

* It is a bit book-keepy, but that's not too big an issue in smaller games with fewer units. This would work well in, for instance, a Combat Patrol style game.

* Some units really want to use all of the 40k phases in their current incarnations. You'd have to recost or redesign a lot of units to account for what is essentially a nerf to them. Consider, for instance, the space marine librarian who wants to move, cast powers, shoot, and assault all in the same turn. Compare that to a tau unit that wants to shoot and maybe move and probably nothing else.

You could mitigate this one somewhat by lumping movement in with running/charging, but that's not perfect either.


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.
 
   
Made in us
Regular Dakkanaut




Piedmont N.C. of the usa

As an eldar player it didnt occur to me that their are units that use more than one phase. That would throw a kink in my idea but this could also be some of the reason why i have issues with getting tabled. My units only move and use one phase while other units are using all 4 phases effectively.

PEACE is a lie, there is only Passion,
through passion, I gain STRENGTH,
through strength, I gain POWER,
through power, I gain VICTORY through. victory, MY CHAINS are BROKEN.

 
   
Made in us
Fresh-Faced New User




Phoenix, AZ

As a Blood-Pact/ Dark Mechanicum player, I too, rarely use more than one phase. Mainly my Shooting phase. Although, having played a lot of RPGs with Action Points, I think making the Action Points set to the model is the smarter way to do it.

Example:
Guardsman: 3AP, Move/Shoot/Assault
Sanctioned Psyker: 3AP, Move/Psy/Assault
Commissar: 4AP, Move/Shoot/Order/Assault
Baneblade: 4AP, Move/Shoot/Order/Assault
Manticore: 3AP, Move/Shoot/Assault
Salamander: 4AP, Move/Shoot/Order/Assault
Daemon Primarch: 5AP, Move/Shoot/Psy/Order/Assault
Daemon Prince: 4AP, Move/Shoot/Psy/Assault

Probably would make it somewhat odd, since the Baneblade could choose to shoot 4 times in a turn in lieu of movement, but at the same time, the Primarch could cast Smite 5 times in a turn...

This message was edited 1 time. Last update was at 2017/10/02 03:38:23


From the weakness of the mind, Omnissiah save us. From the lies of the Antipath, circuit preserve us. From the rage of the Beast, iron protect us. From the temptations of the Fleshlord, silica cleanse us. From the ravages of the Destroyer, anima shield us. From this rotting cage of biomatter, Machine God set us free. 
   
Made in us
Fixture of Dakka





 Chiashi_Zane wrote:
As a Blood-Pact/ Dark Mechanicum player, I too, rarely use more than one phase. Mainly my Shooting phase. Although, having played a lot of RPGs with Action Points, I think making the Action Points set to the model is the smarter way to do it.

Example:
Guardsman: 3AP, Move/Shoot/Assault
Sanctioned Psyker: 3AP, Move/Psy/Assault
Commissar: 4AP, Move/Shoot/Order/Assault
Baneblade: 4AP, Move/Shoot/Order/Assault
Manticore: 3AP, Move/Shoot/Assault
Salamander: 4AP, Move/Shoot/Order/Assault
Daemon Primarch: 5AP, Move/Shoot/Psy/Order/Assault
Daemon Prince: 4AP, Move/Shoot/Psy/Assault

Probably would make it somewhat odd, since the Baneblade could choose to shoot 4 times in a turn in lieu of movement, but at the same time, the Primarch could cast Smite 5 times in a turn...


I like this in general, but I'd probably say that you "use up" a given action after you use it. Shooting a baneblade 4 times is... a bit much. In general, letting a shooty unit get multiple turns worth of dakka in a given turn is going to be rather hard to balance without a ground-up rework. Similarly, imagine a bunch of berzerkers or some other nasty assault unit opting to charge/assault 3 times in a turn. In instances where you want to allow a unit to do the same action multiple times, you could just list that action multiple times. Example:

Farseer: 4AP, Move/Psy/Psy/Shoot/Assault

So the farseer could potentially cast two power twice while still having action points leftover to do two other things (move, shoot, or assault).


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.
 
   
Made in us
Fresh-Faced New User




Phoenix, AZ

I rather like that, Wyldhunt. That would certainly limit overkill from a Baneblade. However, it probably still would get 2 maximum shooting points. The Shadowsword, of course would not be able to fire twice.

From the weakness of the mind, Omnissiah save us. From the lies of the Antipath, circuit preserve us. From the rage of the Beast, iron protect us. From the temptations of the Fleshlord, silica cleanse us. From the ravages of the Destroyer, anima shield us. From this rotting cage of biomatter, Machine God set us free. 
   
 
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