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		<title><![CDATA[Latest posts for the thread "Would Breaking up Turns Also Break the Game?"]]></title>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ I am generally apprehensive about aggressive houserules because of the unintentional artifacts they create. I can change one rule because I think it's dumb, but that will inevitably result in having to resolve some other conflict with another part of the system and fragment it more. But breaking up the <span class="glossaryitem" onmouseover='gp(660);'>IGOUGO</span> paradigm in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> doesn't break the game too much, no?<br /> <br /> Instead of, "I move, shoot, assault, you move shoot, assault," It can be more like, "I move, you move, I shoot, etc..."<br /> <br /> Will that bring up any other conflicts with rules? are there any <span class="glossaryitem" onmouseover='gp(136);'>USRs</span>, or obscure parts of the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rulebook that will create singularities in my basement if I try this?"]]></description>
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				<pubDate><![CDATA[Sun, 28 Sep 2014 03:03:33]]> GMT</pubDate>
				<author><![CDATA[ Powerfisting]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ I'd take a look through <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s Lord of the Rings game before trying this; the turn order there is set up this way. Nothing is going to explode immediately, off the top of my head.]]></description>
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				<pubDate><![CDATA[Sun, 28 Sep 2014 03:15:15]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ In a largely shooting-based game, it results in the player moving first being at a huge disadvantage, as they move units up to get into firing position only for their opponent to move before they get to shoot...<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 28 Sep 2014 04:32:37]]> GMT</pubDate>
				<author><![CDATA[ insaniak]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(86);'>LotR</span> also came with a "priority" system that forced players to switch who was acting first, it didn't have the same person taking their phase first all game. That'd be pretty necessary.]]></description>
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				<pubDate><![CDATA[Sun, 28 Sep 2014 05:30:31]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ The only altercation I can see doable with <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would be activation points. <br /> <br /> If you use standard activation method though, it would either favor high leadership armies, or <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> greatly.<br /> <br /> The only way I can see it working for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would be using unit point cost and activation points to keep it balanced.<br /> <br /> Example being:  Players take turn activating units.  Each turn you get for example 19 activation points in an 1850 game (1 point per 100 points rounded up).  If a unit costs 300+ points it takes 4 activation points to move/shoot/assault.  You can use as many points as you want (up to half at once) then your opponent gets to use the same number of points.]]></description>
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				<pubDate><![CDATA[Mon, 29 Sep 2014 06:17:56]]> GMT</pubDate>
				<author><![CDATA[ Eihnlazer]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ There's a system for some other game where units move in ascending initiative order, and then shoot in descending initiative order. It'd require a complete rerordering of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>'s initiatives, but it was pretty interesting.]]></description>
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				<pubDate><![CDATA[Tue, 30 Sep 2014 01:54:50]]> GMT</pubDate>
				<author><![CDATA[ MasterSlowPoke]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ X-Wing does that with pilot experience. Newb pilots move first, shoot last, Vets move last, shoot first. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would need some sort of way to manipulate turn order like that, otherwise whoever is first in the turn queue would be at a disadvantage.]]></description>
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				<pubDate><![CDATA[Tue, 30 Sep 2014 02:02:08]]> GMT</pubDate>
				<author><![CDATA[ DanielBeaver]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5f528031fade7f38aa9e96b0bd177ea2.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/616772/7240041.page"><b>DanielBeaver wrote:</b></a><br/>X-Wing does that with pilot experience. Newb pilots move first, shoot last, Vets move last, shoot first. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would need some sort of way to manipulate turn order like that, otherwise whoever is first in the turn queue would be at a disadvantage.</div></blockquote><br /> <br /> That sounds like a good idea, but what do I base it off of? points invested in the unit? So, units worth a lot of points move last, charge first and cheap units move first and charge last?<br /> <br /> It could be based on a stat, but someone tried doing that on dakka (I think) and someone pointed out that it would unbalance the game because <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Initiative aren't balanced for being that important, and Leadership makes no sense. ]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 19:07:44]]> GMT</pubDate>
				<author><![CDATA[ Powerfisting]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ Bolt action's system looks pretty good, although I haven't had a chance to play it.  Have you looked at that?<br /> <br /> Individual units get their whole turn at once (essentially), but the two players take turns activating units.   <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 21:28:02]]> GMT</pubDate>
				<author><![CDATA[ argonak]]></author>
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				<title>Would Breaking up Turns Also Break the Game?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5e090f37d21e0fbd4635903707cff4bc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/616772/7244415.page"><b>Powerfisting wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5f528031fade7f38aa9e96b0bd177ea2.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/616772/7240041.page"><b>DanielBeaver wrote:</b></a><br/>X-Wing does that with pilot experience. Newb pilots move first, shoot last, Vets move last, shoot first. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> would need some sort of way to manipulate turn order like that, otherwise whoever is first in the turn queue would be at a disadvantage.</div></blockquote><br /> <br /> That sounds like a good idea, but what do I base it off of? points invested in the unit? So, units worth a lot of points move last, charge first and cheap units move first and charge last?<br /> <br /> It could be based on a stat, but someone tried doing that on dakka (I think) and someone pointed out that it would unbalance the game because <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Initiative aren't balanced for being that important, and Leadership makes no sense. </div></blockquote><br /> <br /> Only downside to that is trying to keep track of unit worth. And as it loses models, does its overall worth become less, meaning it now gets to move up in the cue?<br /> <br /> It would suck for me and my opponent to have to make sure we know exactly how much our units cost (And as an Ork player...I bring a lot of units), as well as keep track of their losses and keeping the 'initiative' cue up to date for future turns. ]]></description>
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				<pubDate><![CDATA[Wed, 1 Oct 2014 21:37:50]]> GMT</pubDate>
				<author><![CDATA[ Melevolence]]></author>
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