Tactical Command
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Turn Sequence Table
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=69&t=15839
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Author:  nealhunt [ Wed Jun 10, 2009 5:41 pm ]
Post subject:  Turn Sequence Table

I need help filling in this list for the rules review.  I know there are other effects that should be in here.
======

At each step players alternate, with the higher SR choosing which player goes first.

Strategy Phase
1. Tunnelers and Teleports placed (alternating)
2. Roll for Strategy (simultaneous)

End Phase
1. Aircraft disengage (simultaneous)
2. Resolve criticals and other "end of turn" effects (alternating)
2. Rally (alternating)
3. Daemons disappear (simultaneous)

4. Check victory conditions by scenario rules (varies by scenario and may come at a different point in the sequence)

======

GT Pre-Game Setup List
Highest strategy rating acts first during setup.

1.  Choose board sides.
2.  Place objectives.
3.  Deploy fortifications (i.e. siegemasters, mossino rebels etc)
4.  Decide when spacecraft arrive.  Plot targets (secretly).
Formations with an option to deploy via planetfall must declare at this point whether they will use planetfall.
5.  Place garrisons, alternating players.
Formations with an option to deploy as a garrison declare at this point.  Once a player states they have no further garrisons to deploy, they may not deploy any more garrisons, i.e. no "passing" on placement.
6.  Declare which garrisons are on Overwatch, alternating players.
[Or did we decide OW is determined along with deployment?]
7.  Declare which undeployed formations will remain in Reserves, alternating players.
8.  Set up remaining formations on the table in the deployment zone, alternating players.




Author:  Chroma [ Wed Jun 10, 2009 5:57 pm ]
Post subject:  Turn Sequence Table

Quote: (nealhunt @ 10 Jun. 2009, 17:41 )

End Phase
1. Resolve criticals and other "end of turn" effects
2. Rally
3. Daemons disappear

4. Check Victory Conditions (Last)

Author:  The_Real_Chris [ Wed Jun 10, 2009 6:19 pm ]
Post subject:  Turn Sequence Table

How about
GT scenario
Turn 0/pre turn 1
Highest strategy rating first
Deploy fortifications (i.e. siegemasters, mossino rebels etc)
Decide when spacecraft arrive and plot targets
Place garrissons, alternating after each formation
Deploy army, alternating after each formation
End of turn 3, 4 etc
Check victory conditions end of end phase

Neal, putting demons disappearing after rally means if you break you don't get to rally that turn?

Author:  nealhunt [ Wed Jun 10, 2009 7:02 pm ]
Post subject:  Turn Sequence Table

Hena:  Yep.  Thanks.

TRC:  Good call on the GT pre-game.  I think we need that list as well.

Daemons disappearing can cause the formation to break and if that happens, you've already rallied, so you don't get another chance.  The alternative of having daemons disappear before rally means that formations could break before rallying, be forced to withdraw and then take their rally checks at an additional -2 for being broken.  For the most part, breaking because the daemons left won't happen unless you failed to rally before the daemons disappear.  I've never seen it happen in a game or heard anyone say it did.

Author:  zombocom [ Wed Jun 10, 2009 10:54 pm ]
Post subject:  Turn Sequence Table

Necron Phase Out happens at the start of the end phase, at least before rallying anyway.

Author:  nealhunt [ Wed Jun 10, 2009 10:57 pm ]
Post subject:  Turn Sequence Table

Quote: (zombocom @ 10 Jun. 2009, 22:54 )

Necron Phase Out happens at the start of the end phase, at least before rallying anyway.

Before or after crits?  It could make a difference if they were caught in the explosion radius of a titan or something.

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