A test game in progress - Necron ambush |
So this where I am up to...
The game is played in a series of turns. Each player taking turns at activating their units to move, shoot, assault, overwatch or promote leaders.
The action point system most likely will prevent a player from activating all their units.
During a turn a player rolls their allocated action dice. The number of action dice they roll is dependent upon the tactical ability of their army. For example: an elite force has 5 dice and an average force 4 dice.
A player rolls their action dice and providing any of them score a 4+ they can spend 1 action point. Any that did not score 4+ are removed for this turn. The player keeps rolling the remaining action dice and spending action points until they do not score 4+. When they hand control over to the other player.
The third action dice roll was down to one dice and failed to score a 4+. End of the Necron's turn. |
Action points are how a player orders their units to move, shoot, assault, overwatch or field promotions. It costs 1 action point for most actions.
Action points can be used on unit actions in any order. For example, it is possible for some unit types to move as part of an action and on a following action point to shoot. There are limitation though, no unit may shoot twice and some slow lumbering units cannot move more than once.
When a leader is activated for movement, all units within 1 bound can also move freely. They do not have to end their movement with 1 bound of the leader. A leader when being activated for movement may remain stationary and the order units move.
In terms of an army makeup a player will most likely have more than one leader at their disposal. I have been using 1 leader for every 3-4 units.
So that is where I am now with my Sci-Fi activations. During the week I will post the shooting rule mechanism with their supporting fire approach to increase the likelihood of shooting effects.
Clever idea - I like it.
ReplyDeleteSo far this approach to activation seems to be holding up in the test games. The action dice are also reduced where there is reactive fire from the non-controlling player against a moving unit. They have to set aside one of their action dice for each reaction. Regards, Peter
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