mixing up initiative

Troll66

Mongoose
Has anyone tried some mixing up of activating units rather than the mostly I go you go format. Say use a card deck to determine what unit takes one or maybe both actions next?
 
Troll66 said:
Has anyone tried some mixing up of activating units rather than the mostly I go you go format. Say use a card deck to determine what unit takes one or maybe both actions next?
It was all in the "Authors Cut" I proposed years ago.
Under the Logo License it was not possible to implement it. After countless games I have to say that alternating ini based unit activation is nice for smaller games up to 750- 1000 pts, after that the established system is doing brilliantly.

If you want to try alternate activation, maybe give the old proposal a try...
P. 10 - Unit Leaders and Command Distance
Every unit in the game has a unit leader, as listed on its unit description in the army list. If a unit consists of only one model, then that model is assumed to be the unit leader.
All models in the unit must end every action within Command Distance of their unit leader.
The Command Distance is 4+ the initiative modifier of the army (see the following table).

Army Initiative Modifier
British Army Infantry +2
British Army Carrier Platoon Force (all Infantry units are fielded with UC transports) +3
British Paratrooper +4
British Commando +5
German Grenadier +2
German Panzergrenadier (all Infan-try units are fielded with transports) +3
Fallschirmjäger +4
Waffen SS +5
Soviet Army Infantry +1
Soviet Motor Rifle (all Infantry units are fielded with transports) +2
Soviet Tank Desant +2
US Army Infantry +2
US Army Armoured Infantry +3
US Paratrooper +4

Example: Every unit in an US Infantry army (initiative modifier 2) has a Command Distance of (4+2) 6”.
Every unit in an US Paratrooper army (initiative modifier 4) has a Command Distance of (4+ 4) 8”.
Better trained troops did not need such a tight leadership and can act more independently.
For the rest of the text change the fixed 6” Com-mand Distance with the above mentioned.

Note: When using the variable Command Distances make sure to also use the Double Suppression Trait for MG's! Otherwise it is too easy for many forces to spread out so far that it is almost impossible to suppress any unit.

P. 13 - The Game Turn
Each game turn is split into two phases to make the process of combat more orderly (aka playable).
Players will run through each phase together and, when each turn is complete, every unit on each player’s side will have had a chance to act and affect the outcome of the battle.
The two phases are – Initiative Phase and Activation Phase.
When the Activation Phase has been completed, the game turn ends and the next one begin with the Initiative Phase. This continues until the battle is complete and a victor is declared!
Initiative Phase
The Initiative Phase is used to resolve any ac-tions that do not require players to make any choices and to decide who will have the initiative for the turn – in other words, who has gained a position of tactical advantage.
At the start of each game turn, both players roll for initiative using 2D6 adding the initiative modifier of the army (see Army Lists). Any ties are re-rolled. This is called the Initiative roll. The Initiative roll is also used in some scenarios.
If the Command unit of an army was suppressed last turn, it will suffer a
• –1 penalty to its initiative roll if the Com-mand unit has lost one action in the previous game turn and a
• -2 penalty if the Command unit has lost two actions in the previous game turn.
The initiative roll also suffers a -2 penalty if the Command unit is destroyed.
Activation Phase
The player who wins the Initiative Phase by rolling higher than his opponent will decide whether to activate a unit first or force his oppo-nent to do so. Players then alternate activating their units. First, a player nominates one of his units and activates it, and then his opponent nominates one of his own and activates that. This continues until all units has been activated. Note that a particularly large army may still have units to activate after its opponents units have finished acting. In this case, the remaining units are just activated in any order the control-ling player wishes.
After all units from both sides have been activat-ed the game turn is over.


P. 41-140 - Army Lists
All Command Assets of all armies get the fol-lowing special rule for free:
Command: As long as the Commanding Officer of the Command unit remains on the table, the player can activate not only one but two friendly units for one time per game turn, no matter how many Command units are on the table. Any unit activated in this manner can NOT be activated in the same game turn again.

Example: The Lieutenant of a British Paratroop-er Command section is still alive and on the table. His controlling player is about to activate 1 unit. But since another unit is in a perfect posi-tion to also open fire he decided to activate both units at once.
 
Troll66 said:
Mega thanks. very grateful for your input.
Your welcome, maybe search this forum for more ideas, when the book came out many different aspects and rules questions were discussed.
 
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