So being a bit disappointed with Star Wars: Legion not being the scale I want, or incorporating air-ground mechanics (at least as announced), I'm going to create my own game, build it up with micro machines or other minis, and fill the gap I feel exists in the game space. I'm looking at something more like Assault on Hoth , only without the random activation mechanic and some more broadly applicable mechanics for a wider variety of battles. I want medium scale; one unit is a squad or aircraft or vehicle, and AT-ATs, AT-STs, Snowspeeders and X-Wings all get on the board at the same time and mix it up.
I've worked out the basic combat and movement mechanics that I want to use, but I'm struggling with activation mechanics. What do you feel are the pros and cons of the various options?
Example activation mechanics I'm considering, looking for thoughts on how they affect game play:
1. Alternating turns -- I go, you go -- like chess. You can move any piece at any time.
2. Alternating turns, but with activations -- like Imperial Assault. Each piece one each side has to move before a piece can be moved again.
3. Grouped activations -- by type of unit (all squads on a side, all aircraft on a side).
4. Pre-ordered activation (like X-Wing). Plan orders, reveal in a fixed order.
5. Random (Assault on Hoth has this, but this is what I'm trying to get away from).
6. Some hybrid of the above (example: activate two individual units at a time, kind of like squadrons in Armada).