Tactical Command
http://www.tacticalwargames.net/taccmd/

End Phase Sequence of Play
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=69&t=10193
Page 1 of 1

Author:  nealhunt [ Fri Aug 03, 2007 4:24 pm ]
Post subject:  End Phase Sequence of Play

Crosspost from the SG boards.
============

I wanted to start a discussion on this. Multiple effects are resolved in the End Phase. As some of them can affect the resolution of others, the order is important, but is not specified in the rules.

I propose a couple different potential revisions.

Option 1 below reflects the current FAQs. It is definitely functional, but I believe that rather than happening at the beginning of the turn, special effects should be resolved as the formation rallies rather than at the beginning of the End Phase. Resolving as the formation rallies would automatically sort out the order of most things and prevent a cluster of events to be resolved, at least in most cases. The ?beginning of the End Phase? designation could then be reserved for things that are truly extraordinary. Option 2 reflects that approach.

Option 1:
   (1.14)
   The End phase takes place, unsurprisingly, at the end of the turn, once both players have taken an action with each of their unbroken formations. Both players must attempt to rally any formations and then check the scenario victory conditions to see if either side has won. Any special events which take place during the End Phase, such as critical hit effects on a War Engine or the Eldar Avatar leaving the battlefield, are resolved before formations rally unless otherwise specified. If both players have effects for the beginning of the End Phase, take turns resolving them, alternating between players for each subsequent effect until all effects are resolved. The player with the higher strategy rating has the option of acting first or forcing the opponent to act first.[Note the "higher strat" effect should be the same as the "beginning of turn" rule, so that text is contingent upon that being changed as well]



Option 2:
   (1.14)
   The End phase takes place, unsurprisingly, at the end of the turn, once both players have taken an action with each of their unbroken formations. Both players must attempt to rally any formations and then check the scenario victory conditions to see if either side has won. Any formation-specific special events which take place during the End Phase, such as critical hit effects on a War Engine or the Eldar Avatar leaving the battlefield, are resolved when the formation rallies unless otherwise specified. Other special events are resolved before formations rally. If both players have effects for the beginning of the End Phase, take turns resolving them, alternating between players for each subsequent effect until all effects are resolved. The player with the higher strategy rating has the option of acting first or forcing the opponent to act first. [Note the "higher strat" effect should be the same as the "beginning of turn" rule, so that text is contingent upon that being changed as well]

Fire away.

Author:  TheLimey [ Fri Aug 03, 2007 4:31 pm ]
Post subject:  End Phase Sequence of Play

Do we need to put in a line about Daemons and when they go back to the warp, to make that clear?

Author:  Moscovian [ Fri Aug 03, 2007 4:33 pm ]
Post subject:  End Phase Sequence of Play

I think either would work.  Option 2 seems more streamlined which is better in my book.  An Avatar causing a formation to remain broken or an exploding Titan leaving a sizable crater and not affecting somebody's rally strike me as rare enough to change things to Option 2 without concern.  But I wouldn't lose sleep if it stayed as Option 1. :)

Author:  Dwarf Supreme [ Fri Aug 03, 2007 4:41 pm ]
Post subject:  End Phase Sequence of Play

I'm with Mosc: Option 2 is better than Option 1, but I can live with either.

Author:  Evil and Chaos [ Fri Aug 03, 2007 4:43 pm ]
Post subject:  End Phase Sequence of Play

I'd prefer a simple bullet-point sequence, rather than a wordy explanation, as that's more accessable to new players.




Author:  Dave [ Fri Aug 03, 2007 6:41 pm ]
Post subject:  End Phase Sequence of Play

I vote for option 2 as well.  However "when the formation rallies" might want to be clarified.

Does the effect come into play before the roll to rally or after?  Not sure if it makes a difference but it might in some instances.

Author:  Ginger [ Mon Aug 06, 2007 11:57 am ]
Post subject:  End Phase Sequence of Play

On the SG boards people started to go for option 2, but then considered the effects of Rallying AA before air formations disappeared, and the effects of enemy movement on rallying etc. So now there seems to be a move towards option 1.

Author:  nealhunt [ Mon Aug 06, 2007 4:28 pm ]
Post subject:  End Phase Sequence of Play


(Ginger @ Aug. 06 2007,11:57)
QUOTE
On the SG boards people started to go for option 2, but then considered the effects of Rallying AA before air formations disappeared, and the effects of enemy movement on rallying etc. So now there seems to be a move towards option 1.

Aircraft are not an issue.  The aircraft rules state specifically that aircraft exit before any ground formations rally.

However, a real potential issue is that some special effects could result in a formation rallying, then later being broken.  For example, a WE blows up, a nearby formation loses a unit from the explosion and breaks.

Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/