Moderate confusion about Action Windows

By Papa Midnight, in Warhammer 40,000: Conquest

While I have yet to play yet, I am finding too many confusing threads and articles concerning when to be able to use actions, events, etc. in Conquest.

If at all possible, can someone either point me in the right direction or type a response (when able) that can more clearly list when a given action, combat action, reaction, etc can be played?

I have read and re-read the rules packet, as well as the 2nd rules packet and I am still having difficulty with Action Windows... :mellow:

(am I the only one with this confusion???) :(

Thanks a bunch! :)

I had to look them up quite a bit in the first couple of games, so you are not alone! Keep in mind that ALL Action Windows are kept open until BOTH players decide to pass... this means that a single player can do multiple actions per window, even if his opponent doesnt do any, AND that the player with initiative ALWAYS has the first opportunity to act during all action windows on his/her turn.

Deploy Phase (NOT AN ACTION WINDOW!): You can do an action instead of deploying a card.
Command Phase: There is an Action Window after all the command struggles have been resolved.
Combat Phase: (This is the tricky one) There is an Action Window prior to beginning each battle resolution phase, as well as after the last battle resolution phase.
Battle Resolution Phase: There is an Action Window prior to each attack (aka:ranged/combat turn).

Headquarters Phase: There is an Action Window at the beginning of this phase.

So a crude flow chart would be the following:

Deploy Phase:
Actions in lieu of deployments (NOT ACTION WINDOWS)

Command phase:
[Deploy generals
Resolve Command Struggles
Action Window]

Combat Phase:

[Action window

1st Planet Battle Resolution Phase:
(Action Window
Initiative Ranged Combat
Action Window
Opponent Ranged Combat
+++Repeat as necessary+++
Action Window
initiative Combat Turn
Action Window
Opponent Combat Turn
+++Repeat as necessary+++
End 1st Planet Battle Resolution Phase)

Action Window

2nd Planet Battle Resolution Phase +++If necessary+++

(identical to 1st Planet Battle Resolution Phase)

Action Window

3rd Planet Battle Resolution Phase +++If necessary+++

(identical to 1st Planet Battle Resolution Phase)

Action Window]

Headquarters Phase:

[Action Window

New 1st Planet
Reveal new planet

gain resources/cards

ready all units

pass initiative]

This means that there are certain occasions where action windows occur right after each other... Which seems daft, but I assume this is to accommodate various "Phase Specific" actions or to leave options open for new ones in the future.

**Edited to space out phases for legibility**

Edited by kiwidru

Yep and there is an Action Window after every Combat Turn (a unit's attack) as well as the start of the Combat Round.

Everything is done in Initiative order (which can change at battles depending on who has Initiative and whether or not a Warlord is present), so for instance if you have the Initiative and I don't, but my Warlord is present I 'seize' the Initiative for combat and actions.

The further illustrate.

Combat Phase Begins

[Action Window]

- Initiative player's action (pass or play)

- Non-Initiative player's action (pass or play)

- Repeat until both players pass

Battle Resolution at Planet 1

- Battle initiates

- Determine initiative

Ranged skirmish begins

[Action Window]

- Initiative player's action (pass or play)

- Non-Initiative player's action (pass or play)

- Repeat until both players pass

Initiative player's ranged combat turn

[Action Window]

- Initiative player's action (pass or play)

- Non-Initiative player's action (pass or play)

- Repeat until both players pass

Non-Initiative player's ranged combat turn

[Action Window]

- Initiative player's action (pass or play)

- Non-Initiative player's action (pass or play)

- Repeat until both players pass

- Check for end of ranged skirmish

----- [Outer Loop Below] -----

[Action Window]

- Initiative player's action (pass or play)

- Non-Initiative player's action (pass or play)

- Repeat until both players pass

Initiative player's combat turn

[Action Window]

- Initiative player's action (pass or play)

- Non-Initiative player's action (pass or play)

- Repeat until both players pass

Non-Initiative player's combat turn

[Action Window]

- Initiative player's action (pass or play)

- Non-Initiative player's action (pass or play)

- Repeat until both players pass

Check for end of combat round

- End combat round

Repeat at [Action Window] before Initiative player's combat turn.

Edited by Phaedros

It's easy to overthink this whole timing thing.

In a nutshell:

- "Actions" are effects the player chooses to play because they want to. If the player doesn't choose to play them, they never happen. Generally, you get the chance to play them between the things a player has to do because the game rules require it.

- "Combat Actions," "Deploy Actions," etc. are the same thing as Actions with the additional requirement that the player can only choose to use them in the named phase.

- "Reactions" are like actions in that they only happen if the player chooses to play them. However, they are used immediately after the thing they are reacting to, or not at all. When something happens, you have to give players the chance to play all appropriate reactions before moving on the the next thing. (So, for example, after a unit is destroyed -- however it is destroyed -- you have to give all players the opportunity to play things that say "Reaction: After a unit is destroyed..." before anyone can play a new action or move on to the next thing that the game requires you to do.)

In terms of when you can play actions, look at the flowcharts on p.20-22 of the RRG. Whenever you get to a box that says "Action Window," that's where players can play actions, both general "Action" effects and ones that start with the corresponding phase name. The lists above are good text versions of the flow charts.

"Reactions" don't have a set timing window of their own. They effectively take place as part of the window in which whatever they are reacting to takes place, right after whatever they are reacting to resolves.

So if a card says combat action ... Does that use up your combat action during the combat? or is it in addition ?

So if a card says combat action ... Does that use up your combat action during the combat? or is it in addition ?

So yes, if you play a Combat Action instead of an Action it takes up your Action, however, your opponent may play or pass and then you can play more Actions until both players pass consecutively

Edited by Phaedros

I think AlienII might be making the (common) mistake that when you attack during a battle, you are performing a "Combat Action," and so wanting to know whether playing a Combat Action card effectively means you lose your turn to attack.

If that is indeed the question, remember that attacking (i.e., taking a "Combat Turn") is not an action (combat or otherwise). It is required by the game, not something that the player chooses to do (you can't refuse to attack, for example). So no, triggering a "combat action" effect has no bearing on whose turn it is to attack.

In a battle, it goes like this:

1. Both players can choose to use Player Actions (Action or Combat Action effects)

2. Player with initiative attacks (i.e., takes a "combat turn"), if able.

3. Both players can choose to use Player Actions (Action or Combat Action effects)

4. Player without initiative attacks (i.e. takes a "combat turn"), if able.

5. Both players can choose to use Player Actions (Action or Combat Action effects)

6. Repeat 2-5 as necessary.

Thanks ktom that is exactly what I was looking for !!!!

Hmm... I thought I made that distinction in my post that Combat Action =/= Combat Turn, oh well...

In a battle, it goes like this:

1. Both players can choose to use Player Actions (Action or Combat Action effects)

2. Player with initiative attacks (i.e., takes a "combat turn"), if able.

3. Both players can choose to use Player Actions (Action or Combat Action effects)

4. Player without initiative attacks (i.e. takes a "combat turn"), if able.

5. Both players can choose to use Player Actions (Action or Combat Action effects)

6. Repeat 2-5 as necessary.

This is how I was believing the action windows are supposed to operate, going by the various Action Windows listed in the Advanced Rules (2nd rulebook?) packet. I think we will all get a hang of it after a few games.

@Phaedros- Yes, you did state that distinction. ;) (but I am much of a visual learner so I love reading more specific listings whenever I can)

Edited by Papa Midnight

Eh, my photoshop-fu is weak or else I'd attempt to make a visual flowchart. :P

Eh, my photoshop-fu is weak or else I'd attempt to make a visual flowchart. :P

I'd pay good money to have that. :D

Hmm... I thought I made that distinction in my post that Combat Action =/= Combat Turn, oh well...

In your original text outline, you did. At least, as much of a distinction as FFG makes. I think the common confusion comes from the fact that the two terms are just too similar. It doesn't help that there is so much to decide in a "combat turn" (which unit attacks, which unit defends, etc.), so it can be hard to recognize that they are not optional (the way "combat actions" are).

When learning the game, my play group struggled with the difference until we started calling combat turns "attacks" or, more usually, "shots."

Detailed, integrated visual flow chart. Hmm. Weekend project, maybe?

There are no action windows during the Deployment phase in the flowchart...so NO actions (other than Deployment Actions) can be taken during that phase??

Can I play Suffering or Raid during the Deployment Phase, if so, when?

Thanks.

During deployment, you either

-deploy a card

-play an action

-pass

Any of these takes your deployment turn. Note that it does NOT restrict you to deployment actions. So any action that doesn't specify a phase other than deployment is legal.

Yep, each deployment turn is an Action Window for the acting player alone, there is no response currently, so [Exterminatus] can't be [Nullify]'d iirc.

Edited by Phaedros

there is no response currently, so [Exterminatus] can't be [Nullify]'d iirc.

This is not correct. Responses and Interrupts are played immediately when their triggering conditions become true. They don't get a special window or place in the timing flow charts because other actions create the opportunity to play them.

So, the simple act of one player playing Exterimatus is what gives the other player the opportunity to Interrupt it. Or, from the other side, Nullify can be played whenever an event card is played (no matter what kind or when).

Cool, thanks.

there is no response currently, so [Exterminatus] can't be [Nullify]'d iirc.

This is not correct. Responses and Interrupts are played immediately when their triggering conditions become true. They don't get a special window or place in the timing flow charts because other actions create the opportunity to play them.

So, the simple act of one player playing Exterimatus is what gives the other player the opportunity to Interrupt it. Or, from the other side, Nullify can be played whenever an event card is played (no matter what kind or when).

Follow up: If I play Exterminatus (Deploy Action) and you Nullify, are you able to deploy or does it take up your Pass or Play opportunity?

Edited by Phaedros

Since interrupts and reactions are not actions themselves, you do not "lose a turn" if you play one. They effectively take place as part of the larger timing structure of the action the interrupt/react to.

This is the same reason why passing on your Deployment Turn (so you cannot trigger any more actions or deploy any more cards) doesn't stop you from triggering interrupts or reactions to something your opponent does.

Thanks ktom for the clarification. Feesh, Toq and yourself are so very helpful. ^_^

On a side note, I may deign to do a monthly community spotlight or something in recognition of this, heh, I've already got three prime candidates. ^_^

Edited by Phaedros

So maybe I missed this but this means I cannot take an "action" in response to an attack. It would have to be an interrupt? One that came up for me while playing was the use of that tau event that allows you to move an attachment to another unit. Since it is an action I wouldn't be able to use it on an attachment on a unit it that is being attacked and will die. (to save the attachment) correct?

Both Interrupts and Reactions can be used during an attack (to the various triggering conditions an attack can create), but you are correct: once an attack starts, you cannot use an Action effect until the attack is completely resolved.

Every new player i've seen has trouble understanding the flow of actions in combat. In deployment you either deploy, take action or pass. When its combat, they're thrown for loop. They think if you take an action you can't attack. Have trouble grasping that attacks are not actions.