initiative sinks

Just to be a nit-picker, perestroika was the economic reforms, glasnost is the opening up. But I think those of us who are old enough knew what you meant. :)
 
Nitpicker :P.

Well you are correct, but i was just going by a quick look in wikipedia and "restructuring" seemed the correct term. History lessons, after 4 years of medical stuff, i can hardly remember em :S.
 
As a possible fix how would it work with an 8 ship maximum like the Rim tournament pack. This way, everyone would know the maximum and could choose whether to fill all 8 slots or not.

This would cause you to take more ships at the actual priority level and restrict breaking everything down into patrol/skirmish.

I have played another game quite a lot which uses a maximum number of models limit and it works well.

Chern's system of 2/3 for 1 until the initiative winner goes last I also think would work well.
 
I like the Idea of the 2/3 initiative system, but not the restriction on the numbers in the fleet.

As I have stated before, to get around such an absurd system, I would simply take a Drakh carrier or Drakh mothership.

Hell, any carrier can be nasty with such restrictions.
 
Spideredd said:
I like the Idea of the 2/3 initiative system, but not the restriction on the numbers in the fleet.

As I have stated before, to get around such an absurd system, I would simply take a Drakh carrier or Drakh mothership.

Hell, any carrier can be nasty with such restrictions.

Speaking of which I presume no ruling either way on how the Drakh ability works with the restriction on ships? :)
 
None that I've heard.
I'm working on the assumption that you pay for the carrier/mothership and therefore pay for the huge hangers and whatever ships they may contain.
 
The problem with flat limits is that the game varies too much. You can have anywhere from 3 to 10 points, raid to arm. Some races cannot function in small numbers. Bore sighted races are effected much more than others by flat limits.

Ripple
 
Is someone have ever tried the tank leader activation system ?

( In this boardgame formations of units are associated with a card and must act when their card is activate. Card have a command level ( from A to D ) who is completed by the unit quality ( for acta crew quality ) and they are command card that can command group of card. The lowest card start and can be interrupted by a highest one, when no played want or can interrupt the current card it's groups of unit are played. )

This can be a way to have some unit effectively act after the other even if they are outnumbered.
 
I know this system, and it's excellent, but:
- ACTA is not designed with that in mind. You would have to work a lot to adapt Tank Leader activation system to ACTA. I wonder how it would be possible. How would you say that some ships are this or that formation? How would you say that this formation is good, bad, or whatever?
- It would kill the game. In TL, bad formations were usually stronger (more units) or you would have much more of them. In ACTA, if one side is better than the other, and have the same overall value, it would usually dominate the game. With an initiative bonus, and 2d6. Even a side with low initiative bonus could win it sometimes.

IMHO, if you want to fix it, don't do a major overhaul. At most, try what I proposed (the initiative winner can keep a ship, letting it move the last, even if the opposing fleet is more numerous). But care to fix something that's not broken.

Marc
 
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