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random unit activation http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=12491 |
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Author: | Dave [ Thu May 01, 2008 6:59 pm ] |
Post subject: | random unit activation |
What are people's thoughts on random unit activation? Take Reaper's CAV for instance: You count up your units and put a like number of playing cards in a pile with your opponent, who does the same just with a different color/suite of cards. You then draw the top card, if it's yours you activate any one of your units, if it's your opponents they activate any one of their units. You then draw another card until they are all gone, remove cards for broken/destroyed units, reshuffle and play the next turn. Do people not like that because it introduces some Fog of War/randomness to battles? Or like it for the same reason, or others even? You could even go one step further and assign specific cards to specific units. Thoughts on that? Just curious. |
Author: | The_Real_Chris [ Thu May 01, 2008 7:28 pm ] |
Post subject: | random unit activation |
Would effect your unit selection as say mono assault formations become very hard to use. |
Author: | Chroma [ Thu May 01, 2008 7:29 pm ] |
Post subject: | random unit activation |
And what about using commander, as that would start to stack the deck in your favour? It's an interesting idea though... |
Author: | Dave [ Thu May 01, 2008 8:25 pm ] |
Post subject: | random unit activation |
The aim of the system, I think, is to allow for more fairness between armies with differing activation numbers. The Commander special rule would break this system, unless you went into the deck and removed additional cards for units that tagged along in the assault and then reshuffled. Chris what do you mean by mono assault formations? |
Author: | Ginger [ Thu May 01, 2008 11:06 pm ] |
Post subject: | random unit activation |
Guys, while Chroma and Dave have a point, perhaps you could get around the way that the game sometimes changes the number of activations. At the start of each turn, each player plays teleports etc, then before the strategy role, each player counts the number of activations available, and adds that number of cards to the pile. If Commander (or Tau combined fire) is played, the player loses tha last activation card. However, while quite a nice mechanic, but it does reduce the game somewhat - Eldar for example get a significant local advantage by the "third" retain, trading timing for time. However, by adding the element of uncertainty, this removes the planning and timing elements that actually form a key part of the game. |
Author: | The_Real_Chris [ Thu May 01, 2008 11:21 pm ] |
Post subject: | random unit activation |
A formation that can only assault. You have to get into position and attack before the enemy pegs it! |
Author: | Evil and Chaos [ Thu May 01, 2008 11:23 pm ] |
Post subject: | random unit activation |
by adding the element of uncertainty, this removes the planning and timing elements that actually form a key part of the game. Yup. |
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