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Rule variation - setting a limit on activations per turn

 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Thu Feb 10, 2011 10:00 pm 
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Like I said. Rip off Battletech.

Battletech has many flaws, but the activation system's pretty workable.

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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Thu Feb 10, 2011 10:42 pm 
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semajnollissor wrote:
I had another random thought. Besides the ideas mentioned by myself or others in this thread, there is one other way to address the problem.

Change the rules to state: "If, when a player gains the initiative but has no formations remaining to activate, the game turn ends."

Probably a bit too harsh, but I doubt people would consider a popcorn army if that was the rule. Of course, then you'd have a race to the other end of the scale.


The more subtle version is when there are two 'pass' actions in a row.


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Fri Feb 11, 2011 2:55 am 
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semajnollissor wrote:
PitFiend wrote:
Retaining the Initiative gets used almost every single game I play...

Well sure it often gets used, but the way in which it gets used is fairly narrow. I may be wrong, but it seems like retaining initiative is mostly used when a player activates a support unit to place BMs on a target formation and position for support, then retain and engage that formation. That works because assualts all but guarantee a formation will be broken as a result (often removing an available activation from an opponent so the result is a wash). The only other common time it is used is to ensure aircraft and artillary can be used before the opponent's similar formations can affect them. Besides those two scenarios, how often is it actually worthwhile to retain? Only in rare cases, I think.

Or when you've got multiple formations in position at the start of the turn to threaten multiple enemy formations and vice versa. Game I played last weekend, at the end of the first turn, when I'd run out of activations, my opponent lined up two Commander led multi-unit assaults on my front line at the end of the first turn. He should have won initiative (Eldar v Guard), assaulted, then retained to assault a second time. (As it turned out, I fluked out, won the roll and annihilated his assaulting force with Sustain, Retain, Sustain, before it got to move.)

Quote:
Quote:
You never had someone go "ground attack with Thunderhawk 1, Retain, ground assault on the same formation with Thunderhawk 2 and all the infantry inside it, aaaand, everything's dead"?

Of course, heck I've done that myself. I'd counter with the question of how often you see the nearly indentical maneuver where a commander unit is used instead of a lander. Probably a drastically fewer number of times.

It's really not nearly identical. The Commander combined assault is rarely as effective as a well set up assault through Retain, so you'll see it less.

Example: You've got 2 Tac Marine units in Rhinos, including a Commander, in assault range of the opponent's Steel Legion Infy Company. No one has any blast markers.

Option 1: Advance Tac unit 1, firing on the Infy Coy, and leaving them within 15cm of the Infy Coy, Retain, Assault with Tac unit 2 and Supporting Fire with unit 1.
Option 2: The Commander makes Tac units 1 and 2 Assault as one formation.

Both need a single 2+ dice roll to succeed.

With Option 1, the assault has +2 for blast markers in favour of the Marines, and +2 for double outnumbering in favour of the Guard, which cancel each other.
With Option 2, the assault has no bonus for blast markers, and +1 for outnumbering in favour of the Guard, so the Marines start off 1 point down.

Also, with option 1, Tac unit 1 gets to fire with Missile Launchers, then to fire a second time using Firefight. (And, if, in this example, if the Missile Launchers make a kill, the double outnumbering drops to a single outnumber, putting the fight 1 point up in favour of the Marines from the start.)

And, if the Marines do ultimately lose, under Option 1, only Tac unit 2 breaks, where under Option 2, both will...

I know which I prefer to use if I can.


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Fri Feb 11, 2011 2:57 am 
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Carrington wrote:
The more subtle version is when there are two 'pass' actions in a row.

I've come across that mechanic in use somewhere else... Mythos, wasn't it?


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Fri Feb 11, 2011 9:39 am 
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Used a pass system in a 2:1 point ratio siege game, only the defenders could pass, no double passes allowed. Seemed to work well, but some more interesting ideas in this thread :)

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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Sun Feb 13, 2011 1:29 pm 
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Hello.

We´re disgussing this theme in our german board too.

An idea is to get a new order: Split fire.

The Unit can split his fire of max. 2 enemy Units.
The Unit can shoot normally but cannot move.
The 2 enemy Units get´s no BM for "Coming under Fire".

Our reason for the order is.
Its easy to integrate it in the rules and make the rules no heavier.
Bigger Units or WE have a meaning again on the battlefield.
You can play better with few units

I don´t think that smaller Units under 6 shoots benefit from this order or formations who need the speed.
Bigger Units who face 2-3 enemy small formations (like titans against terminators) can better strike back.
We think this is a good way to reduce the number of activations, contrary.

P.S. I hope everyone here understands my English, because I do it with google and my mix :D


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Sun Feb 13, 2011 5:13 pm 
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Mshrak wrote:
Hello.

We´re disgussing this theme in our german board too.

An idea is to get a new order: Split fire.

The Unit can split his fire of max. 2 enemy Units.
The Unit can shoot normally but cannot move.
The 2 enemy Units get´s no BM for "Coming under Fire".

Our reason for the order is.
Its easy to integrate it in the rules and make the rules no heavier.
Bigger Units or WE have a meaning again on the battlefield.
You can play better with few units

I don´t think that smaller Units under 6 shoots benefit from this order or formations who need the speed.
Bigger Units who face 2-3 enemy small formations (like titans against terminators) can better strike back.
We think this is a good way to reduce the number of activations, contrary.

P.S. I hope everyone here understands my English, because I do it with google and my mix :D


I like the idea of this. One of my biggest complaints about E:A is the inability of War Engines to split their fire.

Don't worry; you're English was fine. You did a better job translating than I probably could from English to German. It's been a while since my German classes in college. ;D

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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Mon Feb 21, 2011 3:52 pm 
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PitFiend wrote:
Carrington wrote:
The more subtle version is when there are two 'pass' actions in a row.

I've come across that mechanic in use somewhere else... Mythos, wasn't it?


I'm sure the 'two pass=sudden death (for the turn)' is a fairly common mechanic. I've seen it best used in Victory Games'vietnam.


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Wed Feb 23, 2011 1:55 pm 
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elsmore wrote:

I like this idea too.

However, regarding the "no BM for 2nd enemy coming under fire": This part dosen't seem logical in the context of the current rules. A unit that's a secondary target is still being shot at, right? Also, isn't part of the problem for a low activation count being able to lay enough BM's? Maybe the split fire rule could only be available to WE's, but would lay a BM on each target. This would prevent armies with a large number of activations from laying too many BM's, and level the playing field for armies with a low number of activations that will most likely have more WE's.


If only WE's get this rule, they would be too strong in our eyes.

We have discussed that the "Split Fire" rule does not distribute BM's because smaller formations would adds even more benefits.

We have thus explained that the Commander is too busy to divide the fire. For this the enemy unit must not immediately seek cover.


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Wed Mar 02, 2011 1:51 pm 
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I strongly dislike split fire.
It's very unrealistic and I was glad the "no split fire" stance of Jervis Johnson was set in stone as long as he was here.


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Wed Mar 02, 2011 2:37 pm 
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I've advocated splitting fire in the past, but only for very large war engines to help balance them out. It seems counter-intuitive for the rest of Epic, even 'Uge Mobs.

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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Wed Mar 02, 2011 6:28 pm 
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I guess it all depends upon your view of the organisation within a given formation - in reality a Battalion is split into companies, then ito platoons and eventually into fireteams etc. Just where an E:A formation fits into this kind of structure is the 1st question; closely followed by whether it is reasonable / practical etc to try to model this level of detail at the E:A level.

If you did decide to try this, I guess you would split the firing formation's dice, and then you would probably need to revise the rule about the target getting a BM for coming under fire; perhaps the firing formation allocates a single BM, and any target other than that which suffers a casualty also gets a BM?

But, many have trodden this kind of path unsuccessfully, so be warned :
    'This way lies madness'


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Wed Mar 02, 2011 6:54 pm 
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For a split fire rule to be useful, you'd have to allow placing a BM on any formation fired upon, otherwise the main usefulness of shooting is lost. For that to be viable you'd have to limit the number of formations that could be targeted (perhaps based on the point value of the firing formation, a la 1 target allowed per 200 pts of formation starting value).

You could try a rule variation where the formation must have some specialist rule in order to split fire (in the same vein as leader or commander). Call it fire control and dole that out to appropriate characters or units. That would allow finer control over what types of units can gain the advantage of splitting fire.

Regardless, I don't think allowing formations to split fire will solve the out-activation problem, I still say some form of control on the number of activations taken is needed. Yet another way of addressing that problem might be to tie the victory conditions to the number of activation that an army starts with.

For instance, the army with the greater number of activations must control all three enemy objectives to gain the take and hold objective, or maybe the opposing player can ignore one formation when checking none shall pass. You could even go so far as saying that if two opposing formations are contesting the same objective, if one formation is worth less than half the points cost of the the other, then the lower valued formation cannot contest the objective.

Those would be big and wooly changes, though, so I go back to the gist of my original post.


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 Post subject: Re: Rule variation - setting a limit on activations per turn
PostPosted: Wed Mar 02, 2011 7:45 pm 
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My suggestion to help splitting fire was intended to avoid spreading BMs like 'confetti'. IMHO there are two reasons for firing:-
    1) to lay a BM - target preparation, breaking etc
    2) for damage effect - where you are intendiing to hurt

My proposal would allow a SM tactical formation to shoot in six directions at once, putting the usual 'shooting' BM on one target, and possibly scoring a kill (with two BMs) on any of the other five. Note, this would cut both ways, so potentially the army that had fewer activations might well find itself being shot at from multiple directions - and it would still find itself outmanoeuvered at some point.

These effects are also historical:- consider the way that the revolutionary French re-organisation of 1796 'revolutionised' the Napoleonic wars by utilising smaller, more manoeuverable formations rather than the larger more rigid structures of its earlier opponents.

On the original topic, I think what you may looking for is something like this:
    "At any point in the turn, the side with fewer activations remaining may pass, forcing the opponent to activate another formation. If so, the opponent may retain as usual. "

Example between IG (6x fms) and SM (10x fms)
  1. SMs activate fms '1' & '2'
  2. IG activate fm 'a'
  3. SM activates fm '3'
  4. IG activates 'b'
  5. SM activates '4' & '5'
  6. IG passes (4x IG formations remaining vs 5x SM)
  7. SM activates '6' & '7'
  8. IG activates 'c'
  9. SM activates '8' & '9'
  10. IG activates 'd'
  11. SM passes (2x IG remaining vs 1x SM)
  12. etc


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