Hi.
I just put up the values and table as an illustration to show how the basic method works.(Actual movement rates and types would be decided by playtesting and group development.)
As reguard to the 'terrain' type , as thier is such a wide variety available , players would have to decide on its effects, on a game by game basis anyway .(As now).
So a 'rough guide' is all we need IMO .In the same way the current 'difficult /dangerous terrain classification.
At least this method doesnt use 10 unit types, only 4 movement types. ;)So thier may be room for more elements like severe weather and maybe night fighting?
In my experiance, if the game uses a straight forward resolution method , the amount of modifiers and detail can be increased for more detailed games as the players gain confidence.
Eg in starter games of Firefly we just use 5 modifiers for artillery.(After 5 years we were using all 36 to get super detailed resolutions..becuase we like this sort of detail.
)
Interactive game turn ideas in detail.How do you feel about using a more interactive game turn.
Most people belive this would be the quickest way to increase tactical interaction.
SIMPLEST CHANGE.
As detailed by Big Squig on Warseer to work with the current rules and the minimum of fuss.(Check out his thread for more details.)
Player A moves.
Player B moves
Player A shoots
Player B shoots
Player A moves int assault
Player B moves into assault
Resolve assaults.
Common Game turn mechanics. Alteranting unit activation.
Alternating phases.
MAXIMUM TACTICAL (I can think of excluding variable bound game turn.)
All units perform 2 actions per turn .
Actions available are .
Move , Attack, Ready.
(Ready action give a bonus to the following action.If Attack, it increases the range or number of attacks, if Move it ,increases the stealth of the unit.)
This gives action sets or 'Tactical Orders '
Advance (A), Move then Attack.
Creep(C), Ready then Move.
Double (C), Move then Move.
Evade (C), Attack then Move.
Full Support .(F) Ready then Attack.
The game turn runs something like ..
Command phase. This is when the players ;-
1)Issue orders to their units, ( units can be given different orders to each other, and order counters are placed face down next to the individual units.)
2)Request off table support.(Call in artillery or air strikes, and reserves.)
Primary action phase.This is when one player reveals their unit order counters one at a time , and performs the FIRST ACTION of the order with each unit as their order counter is revealed .
Then the opposing player reveals their unit order counters one at a time, and performs the FIRST ACTION of the order with each unit as their order counter is revealed .
Secondary action phase.This is when one player removes their unit order counters one at a time , and performs the SECOND ACTION of the order with each unit, as their order counter is removed.
Then the opposing player removes their unit order counters one at a time, and performs the SECOND ACTION of the order with each unit, as their order counter is removed.
Resolution phase.This is when players;-
1)'Rally' units with 'moral damage'.(Suppressed /neutralised units take a moral test.)
2)Plot arrivals.(See if /where reserves and off table firing arrive!)
So it runs like this.(As this is totaly alien to most 40k players, I have spent a lot of time explaining it.)
Place Order Counters face down next to your units ,and call in strikes reserves.
Turn over Order Counters and take first action.
Remove Order Counters and take second action.
Rally units on poor moral, place any arrivals on table.
I would like to make ALL attack resolution follow the same process, and have the same characteristics ON THE WEAPON PROFILE.(WHFB is all about close combat so half the characteristics can be assault based.40k should be more ballanced between ranged and assault.)
As the ability of the unit effects the weapon potential, each unit would get thier own INDIVIDUAL weapon profile.
So ALL weapon get a range value (BtB or 2 ,4,6,12,18,24,30,36,42, 48,54,60 inches.)
All Weapons get an effect value , number of shots /attacks/ or area effect.
All weapon get a damage value .(Re name the Assault based str value.)
All weapon get a Anti personel/Anti vehicle Characteristic.(A bonus dice for supression OR armor penetration on non small arms weapons, as appropriate.)
I an getting ahead of myself sorry.
What are you thoughts on a more interactive game turn?
TTFN