Author Topic: 40K Unit Activation Rules  (Read 4320 times)

AstartesXXVI

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Re: 40K Unit Activation Rules
« Reply #15 on: March 03, 2014, 02:06:29 PM »
Of course! And I hope that my formatting doesn't indicate anything negative, I am just trying to be neat about the kind of issues seen in this setup.

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To the Long Fang example here, I'd posit the Space Wolves player made a tactical error in activating the Long Fang unit too quickly. The Space Wolves player can hold the Long Fangs back in activation, maintaining their threat throughout the turn.

Like chess, I'd see more success coming from players moving pawns/lesser units first, then increasing the intensity of the match by activating more important units.
It does add a lot of tension to the game, I'll give you that. But I think long range AT will rule, pretty much -- you can blow up vehicles before they move, etc. It'll add some value to foot units, at least.

I don't agree there are balance issues, as much as community disconnects on where the line is drawn (for example, the Strength D is a pretty decent counter to some things, but is not seen as part of the core game, so those things are considered unbalanced despite there being a counter, etc.). But how that gets dealt with is more or less a community to community meta thing.
"Really, the entire game is 'Opponent's Permission' if you think about it..."

steelforge

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Re: 40K Unit Activation Rules
« Reply #16 on: March 03, 2014, 02:45:38 PM »
I read over the Psychic Powers last night in the Core Rule book.
I didn't see anything shouting "SO BROKEN!" with the revisions.  Psychic Powers last the game turn.

As for the Long Fang scenario, it only increase tactical choices.
For Example: I can activate my Warlord/Psyker to give a boost to my army or I can activate a Lascannon Unit to shoot a land raider I find highly threatening.  It ups the on the fly strategy.

As for Deep Striking.  Per the first part, roll to see what comes in, then they come in before other units of the controller are activated.  Kind of like now.

As for "community" and "D weapons" please take those discussions to any other thread ever.

AstartesXXVI

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Re: 40K Unit Activation Rules
« Reply #17 on: March 03, 2014, 04:11:27 PM »
Don't worry, I'm pretty sure that any discussion about community would be lost here anyway.

I think you will find people activating things at largely the same points as a normal game, anyhow: i.e. psykers will all get activated first to do their boosts before getting shot, etc. What I meant with the powers was more the other way, i.e. you could get a boost to toughness from your biomancy power but the other guy goes first and shoots you before you can cast it, etc. Makes psykers lose a lot of value, but then again they are super cheap so it makes sense to some degree.

Has anyone actually tried this, by the way? I have, and we found it worked better to keep the phases intact, but I am just curious. Bolt Action's activation has some interesting mechanisms when applied to 40k as well (not tried personally but have heard of others doing it).
« Last Edit: March 03, 2014, 04:17:29 PM by AstartesXXVI »
"Really, the entire game is 'Opponent's Permission' if you think about it..."

steelforge

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Re: 40K Unit Activation Rules
« Reply #18 on: March 03, 2014, 05:31:33 PM »
Just to clarify that each unit can move, shoot, assault when it's turn.
So a Psyker unit activated could cast it's spell then reap the reward.

In testing it's lead to faster games as you cut down on the waiting between phases.
More testing is needed however.

Sam

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Re: 40K Unit Activation Rules
« Reply #19 on: March 03, 2014, 08:08:22 PM »
Listen buddy....

Concerns like this should ideally be sent in private messages. Phoenix, I think we can all agree that your post is, at best, off-topic. We're trying for a more civil age, so please keep that in mind. Thanks all. I've really been enjoying this thread. Keep it going!