I would think both teams want to play the same number of player turns, and the same number of opportunities to score. If you score at the top of the turn, whatever happens as a result of the bottom of the last turn isn't scored? If you do score at the very end of the game, does not the team that takes the second turn get one more round of scoring than the other side?
You might want to score at end turn, not start turn.
I'm still thinking that taking score frequently forces aggressive play, demanding players push into close contact. This encourages head on charges followed by lots of dice rolling. OK. I know. That's the style a lot of folks prefer here. BG is the wrong store for my preferred style of speed, maneuver and shooting.
But I'll suggest you might not start keeping score until Turn 3, or perhaps have one of the tables keep score only once, at the end of the last turn played. With three tables, you need not have every single table have a scoring scheme that demands a 'damn the torpedoes, full speed ahead' strategy.
Both teams on each table will play the same number of player turns unless they are unable to finish due to losing all of their models. Every round that begins will end. Each team will have the same number of opportunities to score, however I do see what you’re saying with respect to Team B’s very last turn, after objectives have been scored, having no impact on the games scoring.
I wonder about this… Does it matter? Scoring opportunities remain the same, and each team has the ability to directly influence another teams ability to score the same amount as well.
Team A gets to move, shoot, and assault turn 1 without being able to directly influence Team B scoring. After they are done, Team B DOES get to directly influence Team A’s scoring in round one due to objectives being calculated at the top of the round.
Really, what ends up happening is the Team A gets an extra turn to do “something” that has an influence on the game, but this shouldn’t directly effect scoring.
Scoring at the bottom of each player turn, starting Round 2 ends up favoring a “land grab” strategy that has been responsible for winning the game in the 2 years past. We want to get away from this and encourage VERY aggressive play. What I mean by that is I would like lots of killing, lots of movement where possible, and lots of incentive to fight over areas on the table.
I’d like to hear what the community thinks about the pros and cons of scoring at the top vs. bottom of the round.
Personally, I feel that scoring at the top of the round encourages a team to make a lot more choices (IE, play a better game) than simply planning to pile as many models onto a given area as possible, without the other team getting a chance to respond, and hope a bunch of them live to score again.