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		<title><![CDATA[Latest posts for the thread "What if 40k used chess's activation system"]]></title>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ ie alternating action but can be any unit each activation so you could just keep activating <br /> Mephiston each turn.<br /> To stop people just using death stars you could have a unit point limit of say 250 points for example]]></description>
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				<pubDate><![CDATA[Sun, 17 Aug 2014 16:41:49]]> GMT</pubDate>
				<author><![CDATA[ hummus]]></author>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/610840/7123757.page"><b>hummus wrote:</b></a><br/>ie alternating action but can be any unit each activation so you could just keep activating <br /> Mephiston each turn.<br /> To stop people just using death stars you could have a unit point limit of say 250 points for example</div></blockquote><br /> <br /> test it and post results?]]></description>
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				<pubDate><![CDATA[Sun, 17 Aug 2014 17:14:24]]> GMT</pubDate>
				<author><![CDATA[ Mr Morden]]></author>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ We've had several proposed alternating activation systems.<br /> <br /> They all boil down to favoring Elite armies with fewer units, your's even more so.<br /> <br /> <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> armies would be worthless garbage. On the Other Hand I could run 4 Knights and use a quarter of my army every turn, while my opponent could only use 1/10 of his army every turn.<br /> <br /> The only way this could work is if you rewrote all the rules from scratch. ]]></description>
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				<pubDate><![CDATA[Mon, 18 Aug 2014 03:36:20]]> GMT</pubDate>
				<author><![CDATA[ J3f]]></author>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ That's why I suggested the point limit on units eg max points for a unit of 250points.<br /> You could use the chess activation as an alternative rather than a replacement for normal <span class="glossaryitem" onmouseover='gp(3);'>40k</span>]]></description>
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				<pubDate><![CDATA[Mon, 18 Aug 2014 09:53:22]]> GMT</pubDate>
				<author><![CDATA[ hummus]]></author>
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				<title>Re:What if 40k used chess's activation system</title>
				<description><![CDATA[ Better yet, you do alternating unit activations, but each player has to activate each unit once per turn, then you start the next turn and do it all over.]]></description>
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				<pubDate><![CDATA[Mon, 18 Aug 2014 10:42:44]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Re:What if 40k used chess's activation system</title>
				<description><![CDATA[ There are lots of <span class="glossaryitem" onmouseover='gp(67);'>IC</span> that cost 200+ pts and are not supposed to operate alone. For example, Ghazskul is lord of war that costs 225 pts and is basically a 4-wound warboss without invulnerable saves.<br /> There are such squads like footslogging boyz or <span class="glossaryitem" onmouseover='gp(69);'>IG</span> blobs that won't be really effective unless you max them out. And they WILL cost more than 250.<br /> <br /> The units are simply not designed to have a point cap or to be equally costed. What's gona be the point of taking speeders, predators and such stuff when a Landraider is gona shoot 3+ times more often?<br /> <br /> The proposed system ain't gona work.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 18 Aug 2014 10:42:58]]> GMT</pubDate>
				<author><![CDATA[ koooaei]]></author>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ca8fc621327146339622d9b1f7665c80.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610840/7125004.page"><b>J3f wrote:</b></a><br/>We've had several proposed alternating activation systems.<br /> <br /> They all boil down to favoring Elite armies with fewer units, your's even more so.<br /> <br /> <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> armies would be worthless garbage. On the Other Hand I could run 4 Knights and use a quarter of my army every turn, while my opponent could only use 1/10 of his army every turn.<br /> <br /> The only way this could work is if you rewrote all the rules from scratch. </div></blockquote><br /> <br /> It would work if you alternate moving a single unit until one side has moved all their units, then the other side moves all their remaining units, then you end the turn. This would potentially allow large swarming armies to pin elite armies with sacrificial units and move around them into flanking positions from which to overwhelm them with numbers.]]></description>
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				<pubDate><![CDATA[Mon, 18 Aug 2014 10:50:23]]> GMT</pubDate>
				<author><![CDATA[ Kilkrazy]]></author>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ Why not try <span class="glossaryitem" onmouseover='gp(716);'>dzc</span>'s system?]]></description>
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				<pubDate><![CDATA[Mon, 18 Aug 2014 12:02:42]]> GMT</pubDate>
				<author><![CDATA[ The Home Nuggeteer]]></author>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5d9684ddca729014f6f488293d010472.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610840/7125537.page"><b>Kilkrazy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ca8fc621327146339622d9b1f7665c80.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610840/7125004.page"><b>J3f wrote:</b></a><br/>We've had several proposed alternating activation systems.<br /> <br /> They all boil down to favoring Elite armies with fewer units, your's even more so.<br /> <br /> <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> armies would be worthless garbage. On the Other Hand I could run 4 Knights and use a quarter of my army every turn, while my opponent could only use 1/10 of his army every turn.<br /> <br /> The only way this could work is if you rewrote all the rules from scratch. </div></blockquote><br /> <br /> It would work if you alternate moving a single unit until one side has moved all their units, then the other side moves all their remaining units, then you end the turn. This would potentially allow large swarming armies to pin elite armies with sacrificial units and move around them into flanking positions from which to overwhelm them with numbers.</div></blockquote><br /> No, this leads to another problem. It allows shooty units to kite assault units all day and stay out of charge range.]]></description>
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				<pubDate><![CDATA[Mon, 18 Aug 2014 15:36:18]]> GMT</pubDate>
				<author><![CDATA[ J3f]]></author>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ca8fc621327146339622d9b1f7665c80.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610840/7126168.page"><b>J3f wrote:</b></a><br/><br /> No, this leads to another problem. It allows shooty units to kite assault units all day and stay out of charge range.</div></blockquote><br /> <br /> How?<br /> <br /> How is that a problem of KK's idea?]]></description>
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				<pubDate><![CDATA[Mon, 18 Aug 2014 23:29:10]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>What if 40k used chess's activation system</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ca8fc621327146339622d9b1f7665c80.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/610840/7125004.page"><b>J3f wrote:</b></a><br/>We've had several proposed alternating activation systems.<br /> <br /> They all boil down to favoring Elite armies with fewer units, your's even more so.<br /> <br /> <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> armies would be worthless garbage. On the Other Hand I could run 4 Knights and use a quarter of my army every turn, while my opponent could only use 1/10 of his army every turn.<br /> <br /> The only way this could work is if you rewrote all the rules from scratch. </div></blockquote><br /> <br /> Epic Armageddon has a turn system where players take turns activating one formation at a time. It works perfectly fine and adds some extra tactical depth. You can also try to retain the initiative to carry out two activations in a row, though at an increased risk of failing (meaning you lose a portion of control over the actions your formation can take that turn). If one player has more formations than the other, they simply get to finish their activations at the end of a turn - which is a nice tactical advantage. It doesn't favour a few elite units, it encourages you to strike a balance between a high activation count and durable and potent formations.<br /> You also get to choose the order you activate your units in, so it's possible to move forward with an assault unit at the end of one turn, then activate it early in the next turn to catch up with those shooty units before they can move away.]]></description>
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				<pubDate><![CDATA[Wed, 20 Aug 2014 00:00:14]]> GMT</pubDate>
				<author><![CDATA[ tgjensen]]></author>
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				<title>Re:What if 40k used chess's activation system</title>
				<description><![CDATA[ Hi folks.<br />  I agree that a more interactive game turn would improve <span class="glossaryitem" onmouseover='gp(3);'>40k</span> game play no end.<br /> <br />  However, <span class="glossaryitem" onmouseover='gp(3);'>40k</span> suffers from some serious core game balance issues,(massive imbalance in  size and effect of units and restricted tactical manouvering .) <br /> That means most units activation type game turn mechanics only work with heavy restrictions on list building or unit activation. <br /> Eg unit caps/limits, and/or extra rules for reaction mechanics.<br /> <br /> Alternating phases ,(or actions,) allows for more tactical interaction but removes the need for restriction on unit sizes and additionlo re action rules.<br /> <br /> Currently players perform all action with all units in their turn, before the opponent can respond .(Alternating game turn.)<br /> This is not really that good for a game like  <span class="glossaryitem" onmouseover='gp(3);'>40k</span> .<br /> <br /> So the alternatives are;-<br /> A)Letting a single unit(or unit group) take all their actions, before the opponent can  respond.<br /> This means we still get units acting out of turn /time.<br /> EG An attacker still moves shoots assault before the opponent can react.its just a part of the army rather than the whole army.<br /> <br /> B)Let the whole army perform ONE ACTION, before the oponent can perform one action.<br /> This means whole armies are activated , but only do a single action before the opponent can react.<br /> <br /> In its simplest form it is just interleaved phases, like <span class="glossaryitem" onmouseover='gp(86);'>LoTR</span>,<br /> <br /> However, if we introduce 6  order counters made up of 4 actions ,( move, assault shoot , ready.)<br /> <br /> Advance = move and shoot.<br /> Charge,=move and assault<br /> Double time =move then move <br /> Evade = shoot then move <br /> Fire support= ready then shoot.<br /> Infiltrate = ready then move.<br /> <br /> We get a fully tactical focused game turn that records the state of all units the game and player actions with just one counter per unit. <br /> EG.<br /> <br /> Command Phase.<br /> <br /> Primary action phase.<br /> <br /> Secondary action phase<br /> <br /> Resolution Phase.<br /> <br /> I may need to explain that better...]]></description>
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				<pubDate><![CDATA[Wed, 27 Aug 2014 08:36:21]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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