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Basically this, assuming 3 main phases (movement, shooting, fighting)

Roll a D6, whoever rolls highest moves first with all their guys. 

Then roll a D6, whoever rolls highest shoots first with all their guys.

Roll a D6, whoever rolls highest charges/fights first with all their guys.

etc, then turn ends. 

 

I think AoS did something like this, but more controlled.  Wondering if any other game systems use a similar system.

 

Could be made less random with the application of faction abilities - e.g just using space marines as an example Iron Hands reroll the dice in the shooting phase, White Scars in the Movement phase, Blood Angels in the fight phase or similar. 

 

Is it too swingy? It's unlikely but feasible that one player goes first in all phases of a turn which might be game breaking, but players would/should prepare for that possibility?

Is it too random? What's the point of a tactical game plan if it's all random?

Does it end up being slower as players overthink what to do in one phase because they don't know who goes first in the next?

 

Might this work for skirmish (or epic) rather than 30 or 40k (or vice versa).

 

(I put this here because it could be applied to 30k, 40k, kill team, epic or whatever, which is why I've not been specific about phases, but move it if it's in the wrong spot)

 

I think the biggest changes I would make to the existing rules to accommodate all of the above would be:

 

- Move Charge into the Movement phase.

- Units which charged can shoot the unit they charged. Maybe assault weapons and pistols only?

- Units which are charged must make a leadership test to shoot any unit other than the unit that charged them. Maybe -1 to hit?

 

Less important, I think this all would benefit from Apocalypse-style damage resolution. Damage gets tracked against units and then models are removed by both players at the end of the phase.

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