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Frustrated with the activation war

 Post subject: Re: Frustrated with the activation war
PostPosted: Mon Oct 03, 2016 10:10 pm 
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ffoley wrote:
Why not just reduce the points of upgrades? something radical for e.g. steel legion ;) might be 100pts gets you any 3 (different) upgrades


Nice idea, but the guard upgrades are already stupid-cheap. Its that the Cos are already so expensive that you have to go and buy some cheap support formations to get you back in the activation game.

Imho, whats needed is more variation in the large lumpy choices available, rather than just making them larger.

Another option is for guard Cos to be bought as HQ+2 platoon choices from the following : 6 infantry, 3 russ, 3 hellhounds etc...


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 Post subject: Re: Frustrated with the activation war
PostPosted: Thu Oct 06, 2016 7:15 pm 
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In the Batman game they stop the problem of cheap henchmen out activating a small group of expensive superheros by using a pass system. The player with the lower number activations (you get one per model) gets a number of passes to make up the difference, though they can't pass more than twice in a row.


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 Post subject: Re: Frustrated with the activation war
PostPosted: Fri Oct 07, 2016 8:27 am 
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@Mattman

Interesting system - are the passes for each turn or the whole game? what happens when the henchmen get eliminated?



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 Post subject: Re: Frustrated with the activation war
PostPosted: Fri Oct 07, 2016 4:32 pm 
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Blip wrote:
@Mattman

Interesting system - are the passes for each turn or the whole game? what happens when the henchmen get eliminated?



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You determine the number of activations and passes at the beginning of each turn, so as the cheap henchmen get taken out, that player loses those activations. It also means the player with the smaller number of models reduces the number of passes as well as the difference will become less.


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 Post subject: Re: Frustrated with the activation war
PostPosted: Fri Oct 07, 2016 5:37 pm 
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In EA as things like the relative competency, logistics, training, etc play such a large part of theme and function for the various armies, I'd say that incorporation of the SR and some type of leadership mechanic would be needed as well. For instance the max could be the difference in SR as Marines vs Eldar wouldn't be as pssing due to the quality of the sides vs marines v guard.

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 Post subject: Re: Frustrated with the activation war
PostPosted: Fri Oct 07, 2016 10:11 pm 
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Mattman wrote:
Blip wrote:
@Mattman

Interesting system - are the passes for each turn or the whole game? what happens when the henchmen get eliminated?



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You determine the number of activations and passes at the beginning of each turn, so as the cheap henchmen get taken out, that player loses those activations. It also means the player with the smaller number of models reduces the number of passes as well as the difference will become less.


Sounds interesting. For EA it might work just as well to have activation tokens assigned at the beginning for the whole game to encourage more "small activation" list building.

One key strategy in the game is to eliminate or break activation to gain the upper hand in later turns (for armies with similar activation totals). If you recalculate each turn you would be getting penalised for good strategic play.

Worth trying though.


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 Post subject: Re: Frustrated with the activation war
PostPosted: Sat Oct 08, 2016 11:31 am 
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Blip wrote:
Just a left field suggestion :

If the concern is that you very rarely see upgrades (which i agree is a concern) particularly in armies with big lumpy companies (eg guard) could it be solved by amending the lists themselves instead? Would it work for the army lists to have more options to swap units rather than just add them?

Eg,

Swap 3 Leman Russ for 3 hellhounds -75pts

Swap 6 infantry for 4 ogren +50pts

Swap 2 tactical marines for 2 dreadnoughts -free

etc.

Works for many other lists - how many times have you seen falcons without firestorms?


I think this is the simpler (and best) idea for trying to solve the problem. One could still have the proper big companies as in the background + use the rarely seen upgrades + keep the point costs slightly down.

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 Post subject: Re: Frustrated with the activation war
PostPosted: Mon Oct 10, 2016 10:25 am 
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Yep. This looks interesting.
I might have a play with it.

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 Post subject: Re: Frustrated with the activation war
PostPosted: Wed Oct 12, 2016 10:33 pm 
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This has been a real interesting discussion guys.
I know it's the same for our meta here in Australia as well, currently if a list can't keep up with the activation game it's pretty bad news


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 Post subject: Re: Frustrated with the activation war
PostPosted: Mon Oct 24, 2016 8:31 pm 
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Very good discussion here.

Blip wrote:
Mattman wrote:
Blip wrote:
@Mattman

Interesting system - are the passes for each turn or the whole game? what happens when the henchmen get eliminated?



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You determine the number of activations and passes at the beginning of each turn, so as the cheap henchmen get taken out, that player loses those activations. It also means the player with the smaller number of models reduces the number of passes as well as the difference will become less.


Sounds interesting. For EA it might work just as well to have activation tokens assigned at the beginning for the whole game to encourage more "small activation" list building.

One key strategy in the game is to eliminate or break activation to gain the upper hand in later turns (for armies with similar activation totals). If you recalculate each turn you would be getting penalised for good strategic play.

Worth trying though.


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This is probably the best solution so far as it is the one that would need the least changes. It would still rewards the tactics used till now so so far, its fine. My doubt is which is better, passes decided at the beginning of each turn or the whole game. The first looks that goes more for the xside with more activations strategy wise as it can turn it like it is currently on latter turns, and the second goes more to the side with less activations as it can maintain that rule to counter the more activations advantage all the game but looks unfair, and its easier to keep count and closer to Epic rules.

On the other side, no more than 1BM per turn for coming under fire and swap units are good options too. but would affect a lot armies that depend a lot on activation advantage, and would need a deeper re-balance in many army lists. Swap could work in small quantities with less re-balancing needed, like for example only one swap choice per formation, or keep it for the ones that are the biggest formations by default (400+ points).

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 Post subject: Re: Frustrated with the activation war
PostPosted: Tue Oct 25, 2016 1:41 pm 
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I have a horrible feeling that this is a problem that is more list specific than general, and primarily a problem for the various 'titan' lists. The main reason for this is that the original core lists have upgrades that increase the size of the formation, making it much more resilient. The titan lists do not have the same luxury and consequently seem to struggle between increasing the titan weaponry / power and boosting activation count with weak formations that are easily destroyed.

My suggestion here is to consider a list specific Special Rule that allows titans to pass one activation each provided they have not activated. This could possibly be extended to all lists by allowing all formations that cost more than a particular value (600+ ?), though that obviously includes the core IG formations in a list that works reasonably well without this particular buff.

Either way this needs to be treated with caution as it does change the game significantly, and this set of rules has worked well for almost two decades.


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 Post subject: Re: Frustrated with the activation war
PostPosted: Tue Oct 25, 2016 1:50 pm 
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It's fairly rare that you see 600+ point SL formations in lists that "work" so likely not an issue

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 Post subject: Re: Frustrated with the activation war
PostPosted: Wed Oct 26, 2016 9:02 am 
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It's definitely something that varies from list to list. I've had reasonable success with an eight-activation Death Guard list with a 500pt Retinue and a 675pt Retinue at 3k.

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 Post subject: Re: Frustrated with the activation war
PostPosted: Wed Oct 26, 2016 10:32 am 
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Likewise I'm a big fan of the guard tank co + hydra. My view with steel legion is that if you want to use a higher activation list you can. If you want to go lower you can. They're not locked into a monobuild.

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 Post subject: Frustrated with the activation war
PostPosted: Wed Oct 26, 2016 1:15 pm 
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Personally, what frustrates me is not that the steel legion list has large formations, nor that there is only one possible build ( there are 2 - with or without leman russ Co :-p) but that the upgrades are never fielded. Id just like to see some more variety in the big formations (or options for more variety in support formations.) Ogyns, hellhounds, gryphons, etc.

Not sure if there are other lists with similar variety issues - titans maybe, but I've put my thoughts forward there already.

There is also internal balance issues too making some formations not worth getting out of your case : Baneblades and Baskalisks particularly.


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