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		<title><![CDATA[Latest posts for the thread "Unit reactions"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Unit reactions"]]></description>
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				<title>Unit reactions</title>
				<description><![CDATA[ This is for all of you who complain about "I go you go", maybe something like this would make the game more dynamic. How about units having options to react to things affecting them. The cost would be that the reaction reduces options for the unit in the following turn. Examples:<br /> <br /> -Take cover:unit gets +1 cover save, but can't overwatch and gets -1 <span class="glossaryitem" onmouseover='gp(14);'>bs</span> next turn.<br /> -fall back: a unit not locked in combat who gets shot or charged can attempt to move on 4+, they can't move or leave combat in following turn<br /> -countercharge: a unit getting charged can charge back. Both unit rolls charge range and they meet halfway. The unit can't leave combat next turn. <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Some markers to remeber unit reactions would help of course]]></description>
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				<pubDate><![CDATA[Tue, 16 Jan 2018 11:57:29]]> GMT</pubDate>
				<author><![CDATA[ Gitdakka]]></author>
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				<title>Unit reactions</title>
				<description><![CDATA[ What your suggesting is a crappy version of half of bolt actions turn structure. <br /> <br /> Bolt action uses alternating unit activation. But units can also do reactions (kind of like half activations depending on what is happening to/around them) and eats up their activation for the turn. <br /> <br /> Why not just get rid of I go You Go?]]></description>
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				<pubDate><![CDATA[Tue, 16 Jan 2018 14:41:55]]> GMT</pubDate>
				<author><![CDATA[ Lance845]]></author>
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				<title>Unit reactions</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/46a64f5c13f01f49371cac4a72af393f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/748723/9787209.page"><b>Lance845 wrote:</b></a><br/>What your suggesting is a crappy version of half of bolt actions turn structure. <br /> <br /> Bolt action uses alternating unit activation. But units can also do reactions (kind of like half activations depending on what is happening to/around them) and eats up their activation for the turn. <br /> <br /> Why not just get rid of I go You Go?</div></blockquote><br /> <br /> Fair enough. Bare in mind though my suggestion was not meant as a final version, I just wanted to highlight the idea of rules for unit reactions. But I see that you think the rules would not be radical enough in changing the game. <br /> I just think of the rules we used to have, where the actions of the attacker could force the defender to move or lock them in place (morale, pinning, slanesh lash, pile in were not optional), while now mostly all the attacker can do is cause casualties. I thought options for unit reactions could help with making the game more interestning, while not replacing the game system entirely.]]></description>
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				<pubDate><![CDATA[Wed, 17 Jan 2018 02:15:43]]> GMT</pubDate>
				<author><![CDATA[ Gitdakka]]></author>
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				<title>Unit reactions</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/748723/9788400.page"><b>Gitdakka wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/46a64f5c13f01f49371cac4a72af393f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/748723/9787209.page"><b>Lance845 wrote:</b></a><br/>What your suggesting is a crappy version of half of bolt actions turn structure. <br /> <br /> Bolt action uses alternating unit activation. But units can also do reactions (kind of like half activations depending on what is happening to/around them) and eats up their activation for the turn. <br /> <br /> Why not just get rid of I go You Go?</div></blockquote><br /> <br /> Fair enough. Bare in mind though my suggestion was not meant as a final version, I just wanted to highlight the idea of rules for unit reactions. But I see that you think the rules would not be radical enough in changing the game. <br /> I just think of the rules we used to have, where the actions of the attacker could force the defender to move or lock them in place (morale, pinning, slanesh lash, pile in were not optional), while now mostly all the attacker can do is cause casualties. I thought options for unit reactions could help with making the game more interestning, while not replacing the game system entirely.</div></blockquote><br /> <br /> Fair enough but the actual issue IS the game system. <span class="glossaryitem" onmouseover='gp(660);'>Igougo</span> is a mechanic built from the ground up to turn what could be a tactical game into 2 people taking turns swinging clubs at each other. Which, <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, inherently grants a benefit to whoever gets to swing first. <br /> <br /> All the other issues people are upset about are symptoms of one core issue. The turn structure. You can suggest stratgems, and first turn penalties, and whatever. They are all band aid fixes chasing symptoms. Fix the actual problem. ]]></description>
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				<pubDate><![CDATA[Wed, 17 Jan 2018 02:46:01]]> GMT</pubDate>
				<author><![CDATA[ Lance845]]></author>
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