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		<title><![CDATA[Latest posts for the thread "Alternating Double Activation for Turns"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Alternating Double Activation for Turns"]]></description>
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				<title>Alternating Double Activation for Turns</title>
				<description><![CDATA[ Here is the idea, you have an alternating activation system but instead of doing the phases in order, you pick an action (i.e. Shooting, moving, casting, run, charge). This happens at the top of turn one, after every unit on both sides has been activated once you move to the bottom of turn one. Then you activate each unit again with two caveats they cannot perform the same action as the top of the turn, and what ever action taken at the top of the turn has an affect on your action in the bottom of the turn. For example if you shoot in the top of turn one then your not allowed to shoot at the bottom and you would only get 1/2 your movement. What do you guys think?]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/713483/9121880.page</link>
				<pubDate><![CDATA[Sat, 7 Jan 2017 21:09:16]]> GMT</pubDate>
				<author><![CDATA[ Thousand-Son-Sorcerer]]></author>
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				<title>Alternating Double Activation for Turns</title>
				<description><![CDATA[ This sounds sort of kind of like what Infinity does.  I like the idea in general, but I feel it would suffer in a "standard" game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> due to the amount of bookkeeping involved. <br /> <br /> In the list I ran at a tournament the other day, I had... 17(?) different units in my army.  That means that, over the course of a full game turn, I'd end up taking 34 different actions (2 actions per unit), and 17 of those actions would require that I keep track of the previous 17 actions to figure out how far I could move, what kind of shooting I could do, etc.  <br /> <br /> I think something like what you're suggesting would be interesting to try out in something like Combat Patrol or Necromunda though.  <br /> <br /> How would psychic powers be handled?  Having a librarian joined to a unit would kind of be a bummer if he was forcing his buddies to only move or shoot so he could spend one of their actions to "cast."  Maybe allow psykers to cast in place of the rest of the squad's action?  So a librarian attached to a squad could choose to not move (but the other marines would have to remain in unit coherency" and cast while his buddies advanced, or he could simplycast psychic powers while his pals were shooting. ]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 04:25:52]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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