Campaign initiative

Greg Smith

Mongoose
I re cently started a campaign at my local club. The players are concerned that whoever wins initiative must chose a strategic target first, and therefore not be able to respond to the other players.

Has anyone else found it to be a problem? How do you play it?
 
Thats both the good and bad of wining initiative, you get to choose the juciest target, but then people can try to stop you.
Never known it be a problem as such, just a tad frustrating. It can be just as annoying loosing initiative, as you are left with a ice comet or somthing. .
 
We always play that you can "pass" initiative. So the initiative winner can choose to make an attack, or pass. Then the next player gets the same choice, until the last player, who must attack (or choose not to act this turn). Then it goes back to the first player again, who can choose to attack or pass... etc.
 
As I understand the campaign rules, only people who select a target eer have a chance of controlling it? if you defend it you simply stop the attacker from getting it. So if you defend a neutral target as your action then you're giving up the chance to obtain one yourself. Is that correct?

Chern
 
No. The rules say 'The victor of the battle will either retain or gain the Strategic Target over which he and his opponent were fighting.' And 'If the battle ends in a draw the ST remains on possession of the player who possessed it originally (or ramains unoccupied if no player had it on his fleet roster).'
 
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