Tuesday, 28 August 2018

Large Games - Alternating Turns

As the points increase there is more opportunity for one side to focus down on their opponents linchpin units. This makes the fist turn 'Alpha Strike' more important, so much so that it can decide the entire game. Here is a suggestion for an alternative.

Two teams of two players. 1,500+ points each player.

The Roll Off
Each Player rolls for the first turn, roll again for duplicates so an absolute order is obtained.
The highest roll can choose who on their team is Player One and who is Player Four. 
The Highest roll of the opposing team is Player Two and the other opponent is Player Three.

The Seize
Both Opponents roll to seize.
If either roll a '6' they have Seized the Initiative.
If both roll a '6', roll again to determine which of the two Players has the seize.
The Seizer becomes the new Player One and their partner becomes Player Four.
The Player who won the original Roll-Off becomes player Two, their Partner becomes Player Three.
Nb. There is an increased chance of Seizing using this method.

Turns
The Players take turns in order of their Player number, four Player turns to one Game turn.
The Side who won the Roll-Off or Seized has Player One who takes the first turn of every Game turn.
Then their opponent has two turns - Player Two and Player Three.
The final turn is back with the team who won the Roll-Off or Seized - Player Four.

Fight Phase
Because of the increase in number of Player turns per Game turn, actions that can be performed in other peoples turns need to be restricted. 
A Unit may only Fight in your Fight phase and one of your opponents players fight phases and that opponent player must have a model within 1 inch although you do not need to attack that player if the other player also has models within 1 inch.


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