Winning Initiative

By Inquisitorsz, in Imperial Assault Rules Questions

This has probably be answer somewhere else already, but I can't seem to find it. (EDIT - disregard, I found the other threads)

We obviously know that turn 1 initiative is bad.

Having 39 or less points lets you choose who gets initiative.
Winning the roll if both players are equal points isn't so clear

I saw this in another thread

"We actually learned together at the beginning of this game, that you cant pass the initiative on the firs turn of the game if you win the initiative roll"

So I thought it was worth clarifying. I don't agree with this ruling.

The rules say

"Determine Initiative: The player who has the lowest total cost of Deployment cards chooses which player begins the game with the initiative token. In the case of a tie, players determine initiative randomly"

On one hand it gives the player with less points a choice, on the other hand random implies no choice.
So now you have to determine if winning the roll means you get initiative, or if losing the roll means you get initiative (since it's a bad thing). That alone makes it quite annoying.

Winning the roll (or coin flip) shouldn't be a bad result.

In X-wing initiative is a very similar thing, quite often you will want your opponent to have it but not always, that's why there's a choice. Even if you roll off for it, you get the choice...
I don't see why IA is any different.

Thoughts?

Edited by Inquisitorsz

There is no winning or losing the roll.

You randomly determine who gets initiative, period.

Hey, the rules are a little soggy here and it has annoyed me as well.

In the Skirmish Guide we get the following:

"2. Determine Initiative: The player who has the lowest total
cost of Deployment cards chooses which player begins the
game with the initiative token. In the case of a tie, players
determine initiative randomly."

From the Rule Reference Guide we get:

"At the start of the game, the player whose army has the lowest

deployment cost chooses which player starts the game with
initiative. If both players have the same deployment cost,
initiative is determined randomly by each player rolling one
blue die. The player with the highest Accuracy rolled starts
with initiative (reroll ties as necessary)."
I've typically been using the RRG version.
Edited by Sevenstep

"The player with the highest Accuracy rolled starts with initiative (reroll ties as necessary)" == "...players determine initiative randomly."

I wish it were different, and it has caused some extra confusion considering that this is the exact opposite of how this is done in a similar situation in X-Wing Armada, however, the rule is crystal clear and as such we adhere to it locally: Initiative is assigned randomly (if there is a tie and if no single player has a Devious Scheme).