Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 38 posts ]  Go to page Previous  1, 2, 3

Passing Your Turn

 Post subject: Passing Your Turn
PostPosted: Wed Mar 25, 2009 10:56 am 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
I would also advocate changing your army list from time to time. Your opponent will then have to keep their list rotating as well. Sometimes you will have the advantage and sometimes they will, but most of the time you will have good even games.

_________________
_________________
www.epic-uk.co.uk - home of the UK Epic tournament scene
NetEA NetERC Xenos Lists Chair
NetEA Ork + Feral Ork + Speed Freak Champion


Top
 Profile Send private message  
 
 Post subject: Passing Your Turn
PostPosted: Wed Mar 25, 2009 2:20 pm 
Brood Brother
Brood Brother

Joined: Thu Mar 19, 2009 6:13 am
Posts: 18
Quote: (Rug @ 25 Mar. 2009, 08:59 )

At the very least if you know you opponent has lots of activations, you can do the same! His tactics will quickly change!

That is the problem indeed :
I usually go for high activations myself, but that doesn't make me love this mechanism :)
It is just that I feel like the ability to act after your opponent has commited should depend more on the strategic rating, and less on using army lists side effects (especially in a taus vs marines confrontation).

that is why one of my proposals advocated allowing a player to pass a number of time = to differences in units number + differences in strategic rating rolls (or just difference in strategic ratings value).

Thus delaying would still be feasible, but it would be a feature of the army.





Top
 Profile Send private message  
 
 Post subject: Passing Your Turn
PostPosted: Mon Jun 01, 2009 3:53 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Some armies are built with out activating in mind. The siegers are meant to 'counter attack' the enemy (in true WWI fashion) so here the out actiivating aspect models this. the Titan armies on the other hand are built with the knowledge they will never out activate.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Passing Your Turn
PostPosted: Mon Jun 01, 2009 4:03 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
If I want to delay I take a few cheap formations like Sentinels.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Passing Your Turn
PostPosted: Wed Jun 10, 2009 12:27 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 22, 2009 12:11 pm
Posts: 167
i think its a  aspect of the game that works nicely in both manners for and against. i really dont see the need for a pass option to even activations as this will be a penalty to some armies if you even out the activations as you take the points cost into account for example you get alot of cheap inferior  units, i get less but more resilent and reliable units, and generally the popcorn lists are not marine in my experience and there for will suffer command break down the more dice you roll. so really it all even out at the end of the day.


Top
 Profile Send private message  
 
 Post subject: Passing Your Turn
PostPosted: Wed Jun 10, 2009 7:15 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Dec 26, 2005 6:38 pm
Posts: 1673
Location: Chattanooga, TN, USA
I'd like to update my Delay rule suggestion

Delay:
If a player has fewer remaining activations in the current turn than the opposing player does then the player may issue a delay special order.
A formation given a delay order can do nothing when it is given the order, but it may then be given another order later in the same turn, with a -1 activation penalty. A formation cannot be given multiple delay orders in the same turn.


Top
 Profile Send private message  
 
 Post subject: Passing Your Turn
PostPosted: Thu Jun 11, 2009 1:05 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Jul 11, 2005 6:03 pm
Posts: 15
Quote: (Tiny-Tim @ 23 Aug. 2008, 19:41 )

Cheers Wisp,

I think that I would find the extra book keeping every turn a pain.

However, keep the ideas coming.

No extra book keeping is required btw. All you have to know if how many formations you have yet to activate and that's something that you should already know. Then you just compare with your opponent's number and if his is bigger, you're allowed to pass.

This is how Hell Dorado skirmish game works, btw, and it works very nicely. Having more activations than your opponent is still a big bonus but not staggeringly so.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 38 posts ]  Go to page Previous  1, 2, 3


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net