Roll for init as normal
Winner of the roll decides whos fighters move first. Once all fighters have moved, resolve dogfights, attacks on ships, etc.
Player who won init then decides who activates a ship/squadron first. When you activate a ship you do all its turns actions, move and fire. Then the other player activates a ship/squadron, and once those ships have done their thing it's your turn again. Each player take turns activating stuff until all ships have been moved. Then its on to the end phase, which proceeds as normal.
To sum up, a turn goes like this.
-Players A and B roll for init (Lets say player A won)
-Player B moves fighters (player A wanted to be able to react)
-Player A moves fighters
-Dogfights/attacks on ships resolved.
-Player A decides to activate a ship first. Ship moves and fires.
-Player B activates a ship. Ship moves and fires.
-Player A activates a ship.
And so forth until all ships/squadrons have done their thing.
-End phase. Both players launch fighters, repair, move drifters, etc
E-Mines Hurt said:
Any complaints or whingeing, especially of the "this benifits XXXX race too much" kind?
No. Between us my group play a good selection of races, (dilgar, drakk, drazi, gaim being the only ones that we don't have) and we havn't found any particular race to have been made OTT by move and fire. Like I said in my last post, it makes boresight based fleets more competitive. But it doesn't slew the game their way.
At first we thought it might make squadrons more powerful, and yes they can be scary. But by squadroning you give the person you are playing against more units of activation. Which can lead to a squadron being chopped to bits before, or after it has done its thing. And past a certain point in a game people seem to break up squadrons, to send the componant ships off with their own tasks. Or simply to increase the units of activation in their fleet.
One of the thing people on the forum didn't like was the prospect of a powerful ship/squadron moving and firing last in a turn, then first in the next turn. To tell you the truth, it's not that big a problem. The thing about move and fire is that it encourages you to use your big stuff, be it a single war level ship, or a big squadron of skirmish ships, first. If you leave them to the end of the turn they might get destroyed before they do anything. So setting up for a move last/first play is a bit risky. And lets face it ACTA is a dice game. You don't always get the initiative when you want it. And we have all had huge attack rolls go pear shaped, and result in just one or two hits. Both these examples can leave your move last/first ship or squadron out on a limb.
The prime example of how a move last/first play can go west was when my mate tryed to set it for his vree. We both started the game with the same number of units of activation, and he had a squadron of the skirmish torpedo saucers hidden behind a small asteroid field. His thinking was to SM out from behind the asteroid with his last activation, and shoot me up. Then SM back behind the asteroids with his first activation of the next turn. Well, the first part went to plan. Then he lost the init roll, and I ripped the saucers a new one with two hyperions I had squadroned before they could get back in cover.
Move and fire does change the way the game feels. Like I said before, it encourages you to use your big guns first, and then react with your little stuff. Which kind of feels right. What we found with the rules as written was that little stuff tended to go first, be it so your big guys could boresight something worthwhile, or to sink out your opponant, to stop him from boresight something worthwhile.
Basically move and fire stops the whole "my battle level ship is right in front of you, but you can't shoot it with your battle level ship because of my patrol level ship over here behind a dust cloud" thing. Which, for as long as we have played has been the One Great Fault with ACTA. And it does it in a way that doesn't need you to muck about changing ship stats, and it doesn't effect how special actions work.
If you can talk your other players into giving it a try I'm sure you will find the effort worthwhile.