Simulated Knave wrote:
Quote:
It was done that way because the author of the rules wanted it to be on the players to have to remember their own bonus', not to have to remember their own negatives (or having to have opponents remind or question them about it during games).
If the bonus is forgotten then the player is putting themselves at a disadvantage. If the rule is done the other way around and it is forgotten then the player is putting the opponent at a disadvantage. This puts the emphasis on players to remember their own special rules to gain a bonus, instead of remembering them to gain a negative.
Most would agree it is harder to get right or understand as it is but it is fairer this way.
Except, at a guess, most people immediately jump to thinking of the army as 2+ with a -1 penalty, because that's the far more natural way to think of it and that's how the rule actually plays out.
Most probably find it easier to use that way but it's down to the player to remember bonus' to their lists activation rolls not to have to remember negative's. Then if anything is forgotten the player puts themselves at a disadvantage not their opponent.
It's the same in the Ork list, they activate on a 3+ but get a bonus to certain activations.The Ork player has to remember when to apply the bonus to get the advantage, if they forget they lose that bonus. If the Orks activated on a 1+ and had a negative to certain activations and the player forgot then the player is gaining a big advantage and putting the opponent is at a disadvantage (this was wanted to be avoided).
As I've stated Jervis wanted all benefits to activation rolls to have to be remembered by the player using them not the other way around, just in case anyone forgets (if they do forget they get a negative not a bonus).
It may feel awkward at first but as with the Ork list it becomes second nature to use/remember after a few games.