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(That is, you can still move and make 2-5 attacks, it just takes a lot longer.) Every 5 ticks starting with the initiative you rolled you get to take a move or a standard action, with any extra attacks requiring another 5 ticks, and the "full attack" action eliminated and rolled into the "attack" action. I use it to phase iterative attacks along with movement. The original version had initiative phased by weapon speed. That said, I'm currently using a variant on an option from AD&D ed Player's Option Combat & Tactics. The people writing in were baffled to the point of complaining.
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I understood this 30 seconds after reading the rule and looking at the activation track. And the problem in the complaint - if you bid too much, you wound up with too few turns to complete the objectives. You could outbid your opponent and go multiple times in a row, but too many times and then your opponent could respond with multiple turns while you sat helpless. It was designed so you bid to activate your troops, but at a cost of gradually activating fewer and fewer until your turn was ended. No problem, the rules were clear and direct, and I had fun playing the scenario.Ī few months later the designer asked me about it, saying he got a letter complaining about the initiative system. I had done some "aftertesting" of a WW II board wargame to see if anyone could pick up the rules, read them in an hour, and play the game out of the box. Each have their good points and bad points, invariably coming down to how much complexity the players can handle. That includes systems with pre-plotted movement, unit bidding from pre-set values, unit bidding with variable values, and several phased systems. Using a ruler to see what side of the Tank you can hit.I've played numerous games, both RPGs, board wargames, and miniature games, with a wide variety of initiative systems, and they all come down to simplicity versus reality, and the ability of the players, who range from tactically oblivious to master rated chess players, versus computers to handle all the math involved. Watching your opponent move into view and shoot you while you do nothing because it’s “his turn”. Wondering if your Tanks can get through those woods with the movement they have.
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