PitFiend wrote:
Morgan Vening wrote:
Example, my Hypothetical Marines consist of 4 Terminator Squads with Chaplain and Land Raiders. The remainder of my points (bugger all, IIRC) are Thunderbolts. My opponent is playing Theory Orks, with 20 Stormboyz formations. So I get 16 passes. But if I'm in a decent position, I can potentially break more than half of my opponent's formations before they activate. So even though he reduces in formations, I still get the ability to pass well beyond.
You've got lots of passes free, but you've got bugger all to activate afterward, so it's a moot point. Plus, if you can break 10 formations using 4, then your opponent needs to learn to not intermingle his formations.
With the take-turns-activating-units mechanism, the Broken mechanism, the Commander ability (and the Retain mechanism), activations are always going to end up being uneven. The point being to balance activations at the top of the turn.
But it just seems that the gaming of the system shifts from high activation counts, to another format. Your argument for not intermingling is valid. So is the argument for having sufficient flexibility in the activation count. Unless a proper command and control system was implemented, which reflected an inability to effectively control large numbers of independent formations, and some form of penalty for exceeding it, the problem of disparate activations is going to exist, and that all that changes is how it gets abused.
PitFiend wrote:
Quote:
If I have 3 Thunderhawks all with loaded Terminators off board, does that count as 3 activations, or 6? Webways, do I count the number of portals that can be used? The number of formations in the webway? How's it affect things when I don't deploy anything through the webway for the turn? What about Spacecraft and Drop Pods? Any Tunneler rules I've seen, or Planetfall in general, cause issues. Aircraft in general are a problem too, in that they can't be removed from the equation, whereas ground formations can be broken before activation.
6, no as they're not activations, and yes, respectively. Spacecraft are an activation, as are the transported units. Drop Pods aren't a seperate activation. Aircraft aren't an issue at all, they're just a normal activation.
Regarding the THawk/Terminators, I'm penalized for using the Transport rule under the new system, just in a different way than under the old?
Webways cause a problem because of their optionability. I wasn't clear, so I'll explain. I have 3 Portals. I have 4 formations off board. One of those portals is broken and can't activate. One of those portals is fixed, and in an abandoned section of the table. Now, even though I can only bring on three formations, do I count them as 3 or 4? But I'm not likely to bring on more than 1, and I can't 'pass' with ones in the Webway like I could if they were on the table, or Aircraft. I'm not saying a decision can't be made on how to organize it, I'm saying it'll a) need to be explained, and b) will likely be a problem for someone's game, regardless.
PitFiend wrote:
You'd add up the activations both on and off table. Once an activation is removed from the game, then it doesn't count. If you're standing down with an activation, whether it's staying on Overwatch, staying on CAP or staying in Reserves, then you have to declare those as your last action of the turn anyway, so any additional passes are lost.
When do you count? Before or after teleports? Because if I've got 4 squads of Ulthwe Swooping Hawks, and an Avatar, it'll be important to know whether I get shafted for deploying, or not deploying them.
And aircraft can stand down during a turn as an activation. This means that they get the best of both worlds. They are an activation (like formations on the board) that can't be affected (like formations in Webways), but can choose to burn an activation in the normal sequence (unlike Teleporters, who don't count under the current system).
PitFiend wrote:
The debate would be whether to count Slow and Steady spaceships in the first two turns, and whether to count a formation that starts a turn Broken.
So, Spacecraft count as an activation even when they can't activate? And given that they aren't eliminated, would they count for the remainder of the game?
And broken units might count, even though they can't activate? Then you get the a similar issue I have with Fearless formations. Where as an opponent, I hope I DON'T wipe out a formation. If there's two relatively ineffective units left in the formation I just broke, that it is actually a bonus for me.
I'm not saying a solution can't be found, but I just think it's either going to be complicated, or it's going to be as gameable as the current system, just in a different way. The suggestion of using the BattleTech system SK suggested, has merit, but is open to abuse, especially by those who can take advantage of the Retain rule. And the Retain rule is one of the best things about the Epic activation system, IMO.
Morgan Vening