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		<title><![CDATA[Latest posts for the thread "Unit based rounds within a battle turn instead of player based turns"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Unit based rounds within a battle turn instead of player based turns"]]></description>
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				<title>Unit based rounds within a battle turn instead of player based turns</title>
				<description><![CDATA[ <b>Idea number 1</b><br /> <br /> the idea is simple when its your turn<br /> <br /> you move 1 unit declare possible shooting, declare possible assault and then the next player goes, <br /> <br /> you keep doing this till you have moved all units from all armies. then you see if you did any of the objectives and its on to the next turn<br /> all units can only move shoot assault advance once<br /> <br /> the reason behind this is to alleviate the pain you will inevitably feel if half your army gets wiped in the first turn cuz "that guy" brought 9 basilisks and 9 wyverns gets to go first and wipes roughly 500-700 points worth of units<br /> (just as an example)<br /> <br /> <br /> <b>idea number 2</b><br /> <br /> when you shoot/assault a enemy unit you "engage" them. the oponent gets 3 choices, retaliate (shoot back) disengage(run like a coward) or ignore(like a boss)<br /> if he picks retaliate  you both roll an initiative dice+ leadership(for the purposes of deciding who goes first)<br /> whoever wins gets to shoot first<br /> if its a draw you both shoot at the same time<br /> if you retaliate and lose the initiative roll you receive a -1 to hit (they were caught off guard, they panic they, despair etc)<br /> <br /> overwatch is no longer a thing (since retaliate effectively replaces it) any army that has a bonus to overwatch roles will receive these bonuses (like +1 to overwatch) if they lose the initiative on retaliate.<br /> <br /> after shooting is done the attacking unit may declare charge<br /> if the retaliating unit won the initiative or rolled a draw they may declare a counter charge if the attacker decides not to charge. they cannot charge if they lost the initiative.<br /> <br /> if you choose to disengage<br /> you roll for initiative + leadership. if the unit that disengages wins, that unit may move+ advance into any direction if they end up in cover they will receive cover bonus or if they break line of sight the shooting fails and the attacker can no longer<br /> shoot at them<br /> if the disengaging unit loses the initiative they still move and advance but they get shot at normally.<br /> <br /> if you ignore getting shot at (like a boss) you can use that unit normally next turn. unless you get charged at which point you wont get the ability to shoot. back (overwatch is replaced by retaliate)<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 31 Jan 2019 20:09:55]]> GMT</pubDate>
				<author><![CDATA[ Gimlinator]]></author>
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				<title>Re:Unit based rounds within a battle turn instead of player based turns</title>
				<description><![CDATA[ I think I'd prefer a variation on the first one<br /> <br /> Okay so let's say I have an army with 5 units(army 1) and another with 10 units(army 2). In order for the round to be completed army 2 would need to complete all his actions since he has more units. But then instead of army 2 getting 5 uninterrupted actions, army 1 gets to activate units of his choice until the round is completed. ]]></description>
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				<pubDate><![CDATA[Thu, 31 Jan 2019 20:19:50]]> GMT</pubDate>
				<author><![CDATA[ fraser1191]]></author>
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				<title>Re:Unit based rounds within a battle turn instead of player based turns</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/036eb5371d26082b9fe22fcfbfe2a008.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/770806/10330283.page"><b>fraser1191 wrote:</b></a><br/>I think I'd prefer a variation on the first one<br /> <br /> Okay so let's say I have an army with 5 units(army 1) and another with 10 units(army 2). In order for the round to be completed army 2 would need to complete all his actions since he has more units. But then instead of army 2 getting 5 uninterrupted actions, army 1 gets to activate units of his choice until the round is completed. </div></blockquote><br /> <br /> I should clarify <br /> idea number 2 is meant as an addition to idea number 1]]></description>
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				<pubDate><![CDATA[Thu, 31 Jan 2019 20:23:51]]> GMT</pubDate>
				<author><![CDATA[ Gimlinator]]></author>
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				<title>Unit based rounds within a battle turn instead of player based turns</title>
				<description><![CDATA[ There are variants of a 'dice-in-bag' mechanic for lopsided unit counts; you put one die of your color per unit you will activate in a bag/box, and so does your opponent. You draw one at a time, and activate one unit when one of your dice is drawn.]]></description>
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				<pubDate><![CDATA[Thu, 31 Jan 2019 20:54:32]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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