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		<title><![CDATA[Latest posts for the thread "Revised turn sequence"]]></title>
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				<title>Revised turn sequence</title>
				<description><![CDATA[ Greetings, all. I did a search on this, and there hasn't been a thread on this topic in a few months, so I'm kicking it back open.<br /> <br /> There should be a revised turn sequence in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Player 1 doing *everything*, and then player 2 doing *everything* results in a plodding game and no shortness of gamey nonsense.<br /> <br /> The turn sequence should be based on units. For the purposes of this brainstorming, a "unit" is a selection in a force organization chart; it makes it simple. The way it would work is that Player 1 activates a unit, moves, shoots, and assaults. Then player 2 activates a unit, and does the same. Continue alternating until done.<br /> <br /> The only two problems I can see are Imperial Guard troops choices, which can consist of multiple sub-units, and units that can pull off a first-turn charge. However, if the Guard player HAS to activate his <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> first, followed by any troops selections with command squads, the enforced "chain of command" should make up for the capabilities of multipart units.  As for units that can pull off a first-turn charge, well, those are a.) <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, and b.) a problem as the rules currently are.<br /> <br /> Edit: Furthermore, the order in which units take their turns should be determined before the first unit activates. That way, there is an additional level of thinking and planning.<br /> <br /> So. Comments?<br /> <br /> By the way, this was inspired by my interest in <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-43, a game with a better ruleset than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, but put out by a company that is even <i>more</i> incompetent than Games Workshop.]]></description>
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				<pubDate><![CDATA[Fri, 18 Feb 2011 15:56:26]]> GMT</pubDate>
				<author><![CDATA[ Ogiwan]]></author>
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				<title>Revised turn sequence</title>
				<description><![CDATA[ Honestly I don't see a problem with the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> turn order.<br /> <br /> Also, you have to compare the fact that <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-43 uses less models than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.]]></description>
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				<pubDate><![CDATA[Fri, 18 Feb 2011 20:36:56]]> GMT</pubDate>
				<author><![CDATA[ grayspark]]></author>
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				<title>Revised turn sequence</title>
				<description><![CDATA[ I have no problem with the warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> turn system. When I first started playing I played the sequence wrong, example.<br /> <br /> Player 1 moves<br /> Player 2 moves<br /> player 1 fires<br /> player 2 fires<br /> player 1 assaults<br /> player 2 assaults<br /> <br /> The same basic Idea of what you were saying. The problem with this is drop podding units, or reinforcements. They would get blown away before they could even to anything serious.]]></description>
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				<pubDate><![CDATA[Sat, 19 Feb 2011 05:12:13]]> GMT</pubDate>
				<author><![CDATA[ Avrik_Shasla]]></author>
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				<title>Revised turn sequence</title>
				<description><![CDATA[ <blockquote><div><cite>grayspark wrote:</cite>Honestly I don't see a problem with the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> turn order.<br /> <br /> Also, you have to compare the fact that <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-43 uses less models than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.</div></blockquote><br /> <br /> Granted, <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-43 does use less models. Warmachine also has less models than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. However, I don't really see how models can affect turn sequence. They can certainly affect turn <i>time</i>, but not the sequence.<br /> <br /> As for you not having a problem with the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> turn order, fair enough. I've become quite disillusioned and frustrated with <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and am only getting back into it because some of my friends are. I'm hoping that we can have games that are more than, "Get into close combat as quick as possible and play Yahtzee".<br /> <br /> <blockquote><div><cite>Avrik_Shasla wrote:</cite>I have no problem with the warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> turn system. When I first started playing I played the sequence wrong, example.<br /> <br /> Player 1 moves<br /> Player 2 moves<br /> player 1 fires<br /> player 2 fires<br /> player 1 assaults<br /> player 2 assaults<br /> <br /> The same basic Idea of what you were saying. The problem with this is drop podding units, or reinforcements. They would get blown away before they could even to anything serious.</div></blockquote><br /> <br /> Kinda the same idea, kinda not. Remember, I was advocating one unit of player 1 does everything, and then a unit of Player 2 does everything.<br /> <br /> As for drop podding units or reinforcements, how would they be any different than in the conventional <span class="glossaryitem" onmouseover='gp(3);'>40k</span> game? In the current turn sequence, a drop pod/Deep Strike unit comes in, and either shoots or hunkers down. If they want to assault, they still have to suffer through an entire enemy turn. I don't see much difference.]]></description>
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				<pubDate><![CDATA[Sat, 19 Feb 2011 15:42:56]]> GMT</pubDate>
				<author><![CDATA[ Ogiwan]]></author>
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				<title>Re:Revised turn sequence</title>
				<description><![CDATA[ So what you're propsing is that I would move/shoot/assault with one unit, then my opponent would -so we alternate moving/activating units??<br /> This sounds exactly like the current turn seaquence for Epic Armageddon. It allows a battlefield to develop in a more realistic way, and makes for a more tactical game..but typically <span class="glossaryitem" onmouseover='gp(3);'>40K</span> uses fewer units/formations than Armageddon, so I'm unsure if it would make an appreciable difference. Would be best to test it as a house rule or something..]]></description>
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				<pubDate><![CDATA[Sat, 19 Feb 2011 20:33:35]]> GMT</pubDate>
				<author><![CDATA[ Son_Of _Deddog]]></author>
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				<title>Re:Revised turn sequence</title>
				<description><![CDATA[ I have seen something like this recently, and this is the post I posed then.<br /> <br /> <blockquote><div><cite>TheRedArmy wrote:</cite><br /> <br /> Yeah. It's usually not until you actually change a rule that you actually see how far-flung the effects actually are! The same rule applies in D&D - my <span class="glossaryitem" onmouseover='gp(524);'>GM</span> at first was kinda like "we'll kinda leave the alignment system as a grey area for the time being". Too bad for me I was a paladin - with the ability to detect evil and smite evil - and that everything was "subjective" in the eyes of this single person. The alignment system served a vital game purpose; in my particular case, it let me know, without a shadow of a doubt, when there were bad guys in need of a good smiting. When you take it out, suddenly my abilities pale in comparison to other party members because I can't be sure of things anymore.<br /> <br /> As for Warhammer, I think it is dangerous to tinker with big rules like that.<br /> <br /> <blockquote class="uncited"><div>    Leave board set-up and deployment rules alone<br />     Roll for first turn as per usual (somebody has to start)<br />     Player 1 moves a unit<br />     Player 2 moves a unit - alternate until all units moved<br />     Player 1 fires all units - models killed/destroyed are marked dead, but left in place<br />     Player 2 fires all units, including those killed (it is assumed that they fired at the same time as their foes, but are resolved separately for the sake of the game)<br />     Both players remove all casualties<br />     Assault proceeds as normal</div></blockquote><br /> <br /> <br /> <br /> This is kinda dangerous. I have 5 units on the table and go first (Eldar with the whole army in Wave Serpents). You have 27 and go second (Guard). So you move 22 units after you know exactly where my army is going (effectively your whole army, since you can move less-important units first)?<br /> <br /> Yeah. I like what you want to do, and even agree on some levels, but this idea is bad for the game. </div></blockquote>]]></description>
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				<pubDate><![CDATA[Sun, 20 Feb 2011 05:24:59]]> GMT</pubDate>
				<author><![CDATA[ TheRedArmy]]></author>
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				<title>Re:Revised turn sequence</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Granted, <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-43 does use less models. Warmachine also has less models than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. However, I don't really see how models can affect turn sequence. They can certainly affect turn time, but not the sequence. </div></blockquote><br /> <br /> Sorry, I meant squads. My mistake. What I meant in this fashion was that in large point games of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> you would be spending much longer lengths of time moving everything separately. I can however, see how your idea would make certain games of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> more interesting, though I just feel it doesn't fit for any game over 1250 points.<br /> <br /> <br /> <blockquote class="uncited"><div><br /> Player 1 moves<br /> Player 2 moves<br /> player 1 fires<br /> player 2 fires<br /> player 1 assaults<br /> player 2 assaults<br /> </div></blockquote><br /> <br /> Haha, how nostalgic. Me and my first <span class="glossaryitem" onmouseover='gp(3);'>40k</span> friend though this was how the game was played when we were 8. That's what happens when you just buy the stuff without having an adult teach you. Was still loads of fun.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 20 Feb 2011 06:04:41]]> GMT</pubDate>
				<author><![CDATA[ grayspark]]></author>
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				<title>Revised turn sequence</title>
				<description><![CDATA[ Son_Of_Dedogg: I wasn't aware that's how Epic worked. Epic is sounding more and more fun...<br /> <br /> TheRedArmy: You are right in that changes can have wide repercussions. I can think of a few changes in my own D&D games like the one in your post. However, that's why I'm asking here, to see what problems people may see crop up.  Though, to be fair, my thought was that unit activation would be based on <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots; that way, there won't be as big a discrepancy as your hypothetical. <br /> <br /> grayspark: I will grant you that <span class="glossaryitem" onmouseover='gp(482);'>AT</span>-43 uses less squads (perhaps, "Distinct Units of Action" would be a better term, to also include single-model units like Casters and Warjacks in Warmachine?) than <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. About half as many squads, I would say. But, hey, give it a try.]]></description>
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				<pubDate><![CDATA[Sun, 20 Feb 2011 14:52:26]]> GMT</pubDate>
				<author><![CDATA[ Ogiwan]]></author>
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