<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "40k+warpath unit activation system"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "40k+warpath unit activation system"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>40k+warpath unit activation system</title>
				<description><![CDATA[ I've been intetested to try out <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with with warpaths unit activation system (aka dumping the <span class="glossaryitem" onmouseover='gp(660);'>igougo</span> -system)<br /> <br /> <a href="http://gallery.mailchimp.com/e62f0c35454fa3ba687404d69/files/Warpath_II_Rules.pdf" target="_blank" rel="nofollow">http://gallery.mailchimp.com/e62f0c35454fa3ba687404d69/files/Warpath_II_Rules.pdf</a><br /> <br /> Basically it goes like this:<br /> <br /> 1. players roll off every turn (I guess that means seize the initiative also every turn)<br /> <br /> 2. starting player gets to activate 3 units. First one gets activated automatically, second on 3+ and third on 5+ and then the second player does the same.<br />   2.1 If players fail to activate a unit he loses control and the second players starts activating his units<br />   2.2 Reserved and pinned units need to roll 4+ in addition to normal activation (ie player chooses to activate deepstriking termies on 3+ but need to also pass the "nerve" test on 4+ to be activated.)<br />   2.3 activated units get to move, shoot and assault normally<br /> <br /> 3. When one of the players is finished his activations the other player gets to activate all his remaining units on 3+.<br /> <br /> What do you thing how is this going to work. What could be the possible rules issues (I can't find any). Are there army lists that could become <span class="glossaryitem" onmouseover='gp(280);'>op</span> or up (assuming lists are made for normal <span class="glossaryitem" onmouseover='gp(3);'>40k</span>)?<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5410001.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5410001.page</link>
				<pubDate><![CDATA[Wed, 20 Mar 2013 11:33:04]]> GMT</pubDate>
				<author><![CDATA[ illuknisaa]]></author>
			</item>
			<item>
				<title>40k+warpath unit activation system</title>
				<description><![CDATA[ I can see this rule frustrating some players, especially if you are relying on a unit making a move, shot or assault and they fail their activation roll.<br /> <br /> It will also make more people cagey with alpha strike deployment and such as well as reserves if their is a chance their deep striking terminators or whatever will stand there and do nothing when they drop in.<br /> <br /> It would be interesting to have a few games with and see what happens though.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5410118.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5410118.page</link>
				<pubDate><![CDATA[Wed, 20 Mar 2013 12:26:09]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
			</item>
			<item>
				<title>40k+warpath unit activation system</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/515236/5410118.page"><b>rohansoldier wrote:</b></a><br/>I can see this rule frustrating some players, especially if you are relying on a unit making a move, shot or assault and they fail their activation roll.<br /> <br /> It will also make more people cagey with alpha strike deployment and such as well as reserves if their is a chance their deep striking terminators or whatever will stand there and do nothing when they drop in.<br /> <br /> It would be interesting to have a few games with and see what happens though.</div></blockquote><br /> <br /> Well it might be frustrating but you get to activate 1 unit automatically.<br /> <br /> I'll clarify the reserve rules a bit. If the reserved units fails its' 4+ roll it doesn't arrive at all during the turn (so you don't have termies just getting shot). I could see a problem with deepstriking units activating and mishaps make them rather unreliable so some tweaking is required.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5410167.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5410167.page</link>
				<pubDate><![CDATA[Wed, 20 Mar 2013 12:44:02]]> GMT</pubDate>
				<author><![CDATA[ illuknisaa]]></author>
			</item>
			<item>
				<title>Re:40k+warpath unit activation system</title>
				<description><![CDATA[ I agree that a more interactive game turn would be a good idea for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> However, a straight alternating phase would be easier to use with the current rules as is.<br /> <br /> Roll off each turn to see who goes first,<br /> Start of turn.<br /> Player A moves.<br /> Player B moves.<br /> Player A shoots<br /> Player B shoots<br /> Player A assaults.<br /> Player B assaults.<br /> End of turn.<br /> <br /> The problem with alternating unit activation is disparity in the number of units in each force, CAN make the game unbalanced.Warpaths game turn can only do so much...<br /> (<span class="glossaryitem" onmouseover='gp(3);'>40k</span> has a much wider spread than Warpath in this respect .)<br /> Alternating unit activation  would work well in a <span class="glossaryitem" onmouseover='gp(3);'>40k</span>  re-write though... <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5411344.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5411344.page</link>
				<pubDate><![CDATA[Wed, 20 Mar 2013 18:43:13]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
			</item>
			<item>
				<title>40k+warpath unit activation system</title>
				<description><![CDATA[ While straight alternating system would be easier/faster it still doesn't fix problems that gunline armies create.<br /> <br /> Alternating between turn off decreases the odds that one players gets to steam roll the other player (ie when <span class="glossaryitem" onmouseover='gp(69);'>ig</span> player goes first and just kills half of you force on turn 1).<br /> <br /> Alternating between units would decrease this even further but also open up various other tactics for both players. A more assault oriented force could try to tie key units before they get to shoot. A player could delay his activations in order to summon his reserves all at once.<br /> <br /> After thinking abit on reverves there are couple of issues. Deepstriking units are really risky as you have activate, shrug off suppression (4+) and they still roll for mishap table. <br /> <br /> So I suggest that mishap table is replaced with this:<br /> <br /> In the case of mishap each model in the unit takes 2 dangerous terrain tests. <br /> <br /> So you if you manage to get your minis to the table they stay there but represent dangerous teleportation (or something) you get to roll loads of dangerous terrain tests.<br /> <br /> Second issue with deepstriking are rules that allow you to bundle up units into 1 reserve roll (ie drop pod assault, deathwing assault, escort craft, squadrons of vendettas etc.).<br /> <br /> Are all the models activated at the same time? Should they get slightly tweaked activation rules?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5414752.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/515236/5414752.page</link>
				<pubDate><![CDATA[Thu, 21 Mar 2013 15:56:59]]> GMT</pubDate>
				<author><![CDATA[ illuknisaa]]></author>
			</item>
	</channel>
</rss>