Remove Token Step.

By tombesis, in Rules

With my group of players we noticed that moving the "Remove Token Step" of the END PHASE at the begin of a unit's "Activate Unit Step" of the ACTIVATION PHASE, the game is much more funny to play.

In such a manner even the units activated at the end of the turn can take advantage of the Standby Option and the other options like Aim and Dodge.

That's all, thanks for your attention.

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Are you saying that you let units simply keep their tokens from turn to turn?

That's how I read it.

It would make Dodge/Standby/Standby+Aim better as the conditions would last until the unit activated next.

However, I think part of the tactical game is when you activate and use these various choices. This may not be a significant factor right now, but those gun emplacements coming in a few months that Standby to range 3 would become far better if it kept the token beyond the end of a turn.

16 hours ago, BadMotivator said:

Are you saying that you let units simply keep their tokens from turn to turn?

No, not exactly. The tokens are removed at the start of a unit's activation and not at the end of the turn.

For example, your rebel infantry is activated in turn X and decides to standby. Its token is not removed at the end of turn X, instead it will be removed (if not used) at the begin of its activation during turn X+1. So it will be able to use the token in turn X+1 to attack units moving in front of it, before its activation. That is good if the rebel infantry units is activated at the end of turn X and it could have no opportunity to use its standby counter.

14 hours ago, Amanal said:

That's how I read it.

It would make Dodge/Standby/Standby+Aim better as the conditions would last until the unit activated next.

However, I think part of the tactical game is when you activate and use these various choices. This may not be a significant factor right now, but those gun emplacements coming in a few months that Standby to range 3 would become far better if it kept the token beyond the end of a turn.

That's right.

So that is a terrible idea.

Why? Because of the support abilities and command cards which give units tokens outside their activation.

Veers plays the Evasive Maneuvers command card. One of the speeders he gave an order to is issued a Dodge token. They are the first unit the Imperials activate. They immediately lose said Dodge token...

Or Veers activates and uses his Spotter ability. Congratulations, its a worthless ability because to use it you have to use it on stuff which hasn't activated yet. But said units immediately lose all their tokens when they activate...

19 hours ago, BadMotivator said:

So that is a terrible idea.

Why? Because of the support abilities and command cards which give units tokens outside their activation.

No, it's still awesome and much more funny! You just have to make more house rules to govern how your house rules work...tokens from last round are on the right side of the unit and tokens given this round are on the left side, and then... ?

On 7/17/2018 at 11:24 PM, BadMotivator said:

So that is a terrible idea.

Why? Because of the support abilities and command cards which give units tokens outside their activation.

Veers plays the Evasive Maneuvers command card. One of the speeders he gave an order to is issued a Dodge token. They are the first unit the Imperials activate. They immediately lose said Dodge token...

Or Veers activates and uses his Spotter ability. Congratulations, its a worthless ability because to use it you have to use it on stuff which hasn't activated yet. But said units immediately lose all their tokens when they activate...

There is a solution for that problem too. Put Veers' tokens on the unit's card. Then during the clean up phase remove them from the table and move the tokens over the card near the unit on the table.

Or you could just play the game the way it's written, with the actions and abilities interacting in the way they were intended ?

15 hours ago, Turan said:

Or you could just play the game the way it's written, with the actions and abilities interacting in the way they were intended ?

Obviously if you prefer to play with the original rules I have nothing to say.

I think that Legion is a good game and everyone should be free to play it as he whishes.

I think that's fine, and I don't think anyone's been uncivil to you. We have pointed out, however, the slippery slope in using house rules in a game of this complexity - you get abilities and cards whose functionality is based on the rules as written, and it messes with your house rules. You then have to make more house rules in order to maintain the functionality of your original house rules, all for the sake of basically mitigating poor planning on a person's turn. It also, of course, makes you worse at the game if you ever play it outside your group of friends.

You might have gotten more eager conversation posting this in the general forum, rather than the one dedicated to questions and discussions regarding the details of the rules as written...but that's just a guess.

Happy Legion-ing.

Just my two cents:

It may seem like a small house rule, but it drastically changes the game. The ability to perform multiple attacks in a given round is (probably very intentionally) rare. Only commanders can do it, and even then it requires a specific command card. Making it a common occurrence really changes the game’s suppression economy.

I would suggest an additional rule that Corp units can’t attack if they used standby earlier in the round?