2 hours ago, Qark said:
Something along the lines of "if you have no face up order tokens and your opponent has more tokens in their random stack then you instead of drawing a token from your stack and activating a unit you may instead pass your turn" or "if the total number of your faceup order tokens and order tokens in your random stack is smaller than the total of your opponents total number of faceup order tokens and order tokens in their random stack instead of activating a unit you may pass your turn."
I think it needs to be worded in such a way that whoever would be going last still gets to go last. I just think more list variety would occur is lists with smaller numbers of activations weren't forced to move up into an army that still has 2-4 more activations to go allowing them to focus down your units unopposed.
Ah, okay, was making sure you weren't meaning passing on choosing an objective to eliminate.
The main reason that I see large number of activations is so prevalent seems to have a little less to do with activations, since the larger army has less control over activations (if I put all of my non-corps units tokens face up, then I have complete control over what units I activate, and when they activate), and more to do with that every objective cares about unit leaders. The more unit leaders you have, the easier you can absorb losses and still have leaders to claim objectives/score points.
I'd have to play with that a few times to see if it makes a difference. Delaying activations allows your opponent to build up suppression on your units, even if they aren't killing them. One of the other miniatures game I play frequently is Bolt Action, where all units have an order die, and both players put their dice in a single bag. Dice are then drawn blindly, and the player whose die is drawn activates one of their units until all dice are resolved, and a somewhat similar pinning mechanic. The army with more activations will always have an advantage just by virtue of having more units that can take objectives, and losing a unit either temporarily from suppression or "permanently" from destruction.
Delaying when you move your units just changes when their activation advantage comes into play in my experience from BA. How much cover are you typically playing with? The tables at my FLGS tend to be well covered with terrain, allowing for maneuvering without losing cover. Having played a couple games with little cover (due to setting up the table later/quickly), I could see where in that sort of situation moving first leaves your units exposed.
2 hours ago, Qark said:I agree but I am much happier with legion than warhammer where an entire army moves and shoots, then the other etc. (disclaimer been ages since I have played warhammer so I don't know if things have changed).
Warhammer STILL has IGYG. Kill Team works quite a bit differently though, only IGYG in the movement phase, then individually alternating shooting/combat.
