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).