The Bissler wrote:
Craigm999 wrote:
Welcome to the viral infection club! (i've been knocked on my arse by one lll this week, and being away from home doesn't help)
I do like the 'fog of war' mechanic however i think it is open to abuse if not clarified a bit.
I would have assumed that you couldn't choose not to activate a unit to take advantage of remaining hidden, and that all units were revealed by the start of turn 2 regardless, and that's how i think it should probably work from my limited play testing.
It does make Turn 1 a very different turn to the rest of the game, as it could allow players with a lot of cheap detachments to activate them early and force an opponent to show his whole hand, knowing that they can freely move their more precious units later with little chance of retaliation.
I could see this being frustrating for the opposing player, knowing that there are some juicy units that he can't touch until later in the game.
This doesn't really bother me much (having only played a couple of games so far) and in terms of simulating a battle this tactic would be pretty accurate i suppose (sending in the fodder/recon first before revealing the big guns)
As for holding back flyers etc, i'd suggest that if you weren't implementing a 'mandatory activation' for all units in turn 1, then flyers would need to be grounded or move their 'at least 50%' normal move -
Otherwise there might as well be a rule for bringing on units in reserve in later turns (maybe requiring a D6 roll 40k style)?
Hope you make a speedy recovery Craig! At least I have the benefit of suffering while being surrounded by home comforts.
It seems that version 1 is the way to go and I'm happy with that. If players choose not to activate in turn 1 then they could do so without fear of attack but in turn 2 there is nowhere to hide.
You're spot on about moving the smaller units first but was this ever different under standard Net Epic? I'd always move the small units first and Titans last for the reason that you wouldn't want your opponent to know where your Titan would be early on as he would line up as many units to fire upon your Titan as possible.
As for reserves, that might be a good subject for the general Platinum discussions. I'm not that concerned about it but would be happy to allow it if it were a rule that might be introduced across the systems.
Hi!
It IS different under stock net epic rules. You don't move AND shoot in the same activation. You alternate move with the opponent, then alternate firing. This means you can MOVE exposed units away from danger, BEFORE firing takes place. That is a small but massive change on how the game plays.
I prefer single activation systems, but I have learned you will HAVE TO change certain things in order to accommodate it. Its not possible to take the core of gold, change something as vital as turn sequence and its execution and expect the base design to fit it. I've been doing this with the core net epic rules for 18 years and I have learned what it can do and what it can't.
I realize your design goal is basically to keep the stock game and just adding a unified activation mechanic. But i feel the need to point out that you will have to make compromises if you are not willing to tinker with other mechanical aspects.
I think Evolution needs to "evolve" some more.
Primarch