That's for all the comments of support, please do keep making suggestions/comments. we definitely have enough interest for this to go ahead.
I've uploaded a slightly revised version (v6) of the rules.
To respond to a few points:
Kyrt wrote:
For an example, the intermingling bit can probably be summarised as: "formations from different players may never be treated as intermingled or part of the same combined assault, but countercharges may bring more players into the combat".
Good summary, I've added that in.
Kyrt wrote:
I like that you've stuck to a principle (control your own units) and just applied it through the rules.
Thanks. That is the guiding principle - control your own units.
Kyrt wrote:
The activation sequence takes a few reads but I do understand why you did it this way. I wonder if there's a simpler way of expressing it, e.g. In terms of phases, or of sacrificing some flexibility in favour of simplicity.
On the day there will be sheets to record the phase order on each turn with a marker to move around so everyone is clear what is going on.
Also, each team will have three counters to indicate who activated the last three formation on their team - this will be the only book-keeping aspect required... but hopefully it'll work ok.
Kyrt wrote:
When does the team who lost the SR roll need to declare who will have their first action? Immediately after the winning team declares, or when it's time to activate?
Phase order is determined before any activation rolls are made.
Kyrt wrote:
When A1 runs out of activations, team B will get two phases in a row even though A1 has activations remaining.
A1 B1 A2 B2 ... A1 B1 A2 B2 skip B1 A2 ...
Intentional?
Good spot - that slipped by me. Play always passes between teams (as long as they have activations remaining) - so no, you would not get two phases in a row.
I've updated the rules with "pass to other team" at the end of a player's phase.