tag:blogger.com,1999:blog-4788754583421177039.post408725897116916947..comments2023-03-29T08:23:28.760-07:00Comments on WAAGH! Drillteef: Warhammer 40,000 8th Edition Phased Alternating ActivationLoopyhttp://www.blogger.com/profile/12911089281789546132noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-4788754583421177039.post-73432638108870831702017-10-06T16:19:45.302-07:002017-10-06T16:19:45.302-07:00couldn't find an "edit comment" feat...couldn't find an "edit comment" feature.Anonymoushttps://www.blogger.com/profile/01692350536388539131noreply@blogger.comtag:blogger.com,1999:blog-4788754583421177039.post-77987493095206408262017-10-06T16:19:09.854-07:002017-10-06T16:19:09.854-07:00Just read this and I had some thoughts. Coming fro... Just read this and I had some thoughts. Coming from BattleTech (my first tabletop game) and X-wing, I really like the idea and feel of alternating activations. It certainly makes the game feel more dynamic and interactive.<br /><br />Ok the thoughts:<br />A. The player who moves last has an advantage as they get to see where the other player moved. Useful for reinforcing objectives, moving to gain LOS/Range, moving to block LOS/Range, etc.<br /><br />B. The system as presented is kind of clunky. You're using Power Level for one phase, dice off for another, etc. I would consolidate the system to just using Power Level for simplicity and "initiative" can be determined between rounds or at the beginning of the game.<br /><br />C. This hurts melee armies as instead of having two fight phases per battle round they only have one. Pushing the balance towards shooting armies.<br /><br />D. Armies with very mobile shooting platforms (looking at you Tallarn Desert Raider Leman Russes) gain a rather hefty advantage as they get to see where the enemy goes and then move in response.<br /><br />+++++++++++<br /><br />I would make the following changes:<br />1. Change "Tactical Advantage" to "Initiative" as it's simpler and more common across war games.<br /><br />2. In the Movement Phase units must activate in descending power level order (Highest PL to lowest), in case of a tie in Power Level the player who DOES NOT have the "Initiative" moves first, activation then alternates until all units at that power level have activated. The exception is Fast Attack which may be activated at any point.<br /><br />+Stratagem "Flexible Tactics" 1CP: After a unit (friendly or enemy) has finished its movement you may spend 1CP to select a friendly unit with the Troops battlefield role, that unit is immediately activated regardless of its position in the PL activation order. (This Strategem may be used on Troop units embarked in a Dedicated Transport. The unit may either disembark as normal, or remain embarked and activate the Dedicated transport instead.)<br /><br />3. In the psychic phase units activate in descending order of Power Level (highest PL first moving to lowest) in case of a tie the player with the Initiative activates first. A unit may attempt to Deny the Witch either before or after activation, but not both before and after. Attempting to Deny the Witch does not cause a unit to activate, or count as having been activated.<br /><br />3. In the shooting phase units activate in ascending order of Power Level (lowest moving to highest). In case of a tie in power level the player with the "Initiative" activates first and activation alternates until all units at that power level have been activated.<br /><br />4. Charge phase: charges are declared in an alternating fashion and the player with initiative activates the first unit in this phase (if they wish). Units may be activated in any order, so long as they can make a valid charge.<br /><br />5. Fight phase: in this phase units are divided into two groups. The first group is units which have charged in the preceding phase, (or units that have a rule that allows them to always swing first) and units which have not. Players alternate activating units to fight, starting with the player who has the Initiative, however players may only select units which have charged (or have an ability that allows them to always fight first) until all units who have charged (friendly and enemy) have made been activated.<br /><br />6. Units which are locked in combat during the movement phase carry out simultaneous combat (both units get to attack) when either unit is activated and before any movement is resolved. Note: this can only occur once per unit, i.e. you can't activate a unit of Bersekers, fight and then not move and then fight again when your opponent activates his unit to fall back.<br /><br />+Strategem "Hit and Run" 1CP: when you declare that a unit is activating in the movement phase you may spend 1CP to use this strategem to prevent the movement combat from occurring.Anonymoushttps://www.blogger.com/profile/01692350536388539131noreply@blogger.comtag:blogger.com,1999:blog-4788754583421177039.post-74103964841919987942017-10-06T15:52:42.298-07:002017-10-06T15:52:42.298-07:00This comment has been removed by the author.Anonymoushttps://www.blogger.com/profile/01692350536388539131noreply@blogger.com