Turn Sequence Question

Aman

Mongoose
Gang,
I am working on my models and also planning to use GMC1 for other future-combat skirmishing. I haven't played the game yet, altho I've spent a lot of time with ST. My question is this...

The turn sequence revolves around alternating individual models, so theoretically I could activate a model, then you couuld activate one, and we could just play out our whole game alternating those two models, theoretically. I realize with proximity and the reactions other models will react. But if your force gets a bit spread out, or your leaders get killed, it seems like you'd just sit there moving single models while the other gang slaughters you.

I was also wondering what it'd be like to have a sniper up in a building. I'd have to choose btw activating my top dog and the figures he's leading, or activating the sniper for a shot. My thought is that the sniper would be neglected and the rest of the gang do all the playing.

So I was considering using a more ST like sequence, whereby each figure had to be activated once a turn, then when each side had finished activating all their figures once, they'd go to turn two, etc, just like BE and ST are.

Anyway, wondering what you guys think of the GMC1 turn sequence v. the ST/BE style of activation.
a.
 
Hi Aman!

GoMC1's turn sequence is just fine, but you have to get used to it first.
Play a few games using these rules and you'll see that it's working out perfectly well...

Using your TD and your Lieut., you can "activate" up to 8 (using a "trait") figs each turn, plus some others that "activate" automatically (body guard, cit-def soldier and officer, etc.), so it is rarely the case that you'll just activate just one fig in your turn.
Of course, you'll need to watch your TD very closely...

As for yout sniper, I'd advise you to take an assassin.
He/she get one free shot at any target inside a 20" range per turn (if not activated previously if I remember well).

Hope this helps,
PetitBilbo
 
I like the turn sequencing of GOMC-1 - it gives a nice twitchy quality to play - after all, it's meant to replicate the sort of thuggish halfwit chancers who populate Mega-City One... they may develop into crack troops, but only through experience and luck.

Likewise, to get a decent sniper, you'll be looking to either hire an assassin or gradually work up a ganger with traits like Ambush Tactics or Smart. That's what pleases me about the campaign play: the lucky few who survive for a while can develop distinct roles.. and it makes it all the more galling when they get picked off by some juve... which in turn leads to sweet vengeance.

If you're wanting to replicate more reliable, disciplined groups, perhaps start gangs with a couple more lieutenants, and/or increase the range of Top Dogs..
 
Back
Top