Can anyone convince me why this game wouldn't benefit form a 'pass' mechanic?

By Rogue Dakotan, in Star Wars: Legion

22 hours ago, UnitOmega said:

But basically, break up LOS more, and design perches which make sense for snipers but hopefully don't involve turn zero "I can see the whole map from here!"

First thing I do in any wargame, is place a couple pieces of LOS blocking scenery near the center of the table. It's always a better game if you put a big LOS deadzone between the starting armies.

2 hours ago, Jabby said:

I just use the core and expansion boxes as well as the boxes i store paints in

For what?

On 10/18/2018 at 3:50 PM, Caimheul1313 said:

Heavy cover doesn't prevent them from placing suppression, and on most infantry (outside of a commander's influence) 2 suppression is enough to cause a panic. Turn one panic has a real chance of leading to a dead unit. LoS blocking terrain can help a bit. Heavy cover will of course help with wounds, but reliable long range suppression can really hinder infantry movement, which is a big deal in objective based games.

True but getting back on topic after my scenery bender, here's a few things to consider.

Having a lower activation count often means units that suffer less from suppression: vehicles, snowtroopers, etc.

Also, knowing that you're going to be using those recover actions to get rid of suppression anyways, might bring the ion gun/missile launcher back into play.

I was lurking and just thought I'd post as an Imperial Assault player to give you guys some insight into the pass rule.

1) You cannot pass endlessly, you can only pass if your opponent has more ready deployments than you. The player that has more or equal ready deployments cannot pass and is forced to activate someone.

2) Pass rule does not give the activation advantage to the smaller army, it just standardizes the advantage that a larger army has over a smaller one. So if you have an 11 activation army, you'd have the same activation advantage over a 4 activation army that you have against a 10 activation army. This reduces matchup variance, which is a nice thing in competitive play because too much rock/paper/scissors can make the game boring. The army with more activations is still going to get the final activation with perfect information that the opponent doesn't get to react to until the next turn, which still has a lot of advantages (at least in IA).

3) IA gameplay was significantly improved by the passing rule, before it players with large armies got to make 2-3 of their activations with perfect information of where the opponent's figures would be for the rest of the round and that the other player couldn't react to at all. However greater activations still has a significant advantage, for the reason mentioned above of always getting the final activation in round 1, but also because it is very disadvantageous to pass once fighting has started (usually round 2) and therefore the larger army will get to enjoy the benefit of multiple unanswered activations at the end of round 2, but this is only after the other player has had a fair chance to reduce their deployment count.

On 10/29/2018 at 10:09 AM, Tvboy said:

I was lurking and just thought I'd post as an Imperial Assault player to give you guys some insight into the pass rule.

1) You cannot pass endlessly, you can only pass if your opponent has more ready deployments than you. The player that has more or equal ready deployments cannot pass and is forced to activate someone.

2) Pass rule does not give the activation advantage to the smaller army, it just standardizes the advantage that a larger army has over a smaller one. So if you have an 11 activation army, you'd have the same activation advantage over a 4 activation army that you have against a 10 activation army. This reduces matchup variance, which is a nice thing in competitive play because too much rock/paper/scissors can make the game boring. The army with more activations is still going to get the final activation with perfect information that the opponent doesn't get to react to until the next turn, which still has a lot of advantages (at least in IA).

3) IA gameplay was significantly improved by the passing rule, before it players with large armies got to make 2-3 of their activations with perfect information of where the opponent's figures would be for the rest of the round and that the other player couldn't react to at all. However greater activations still has a significant advantage, for the reason mentioned above of always getting the final activation in round 1, but also because it is very disadvantageous to pass once fighting has started (usually round 2) and therefore the larger army will get to enjoy the benefit of multiple unanswered activations at the end of round 2, but this is only after the other player has had a fair chance to reduce their deployment count.

?

giving order tokens to a unit gives an advantage in that you can choose when to activate your unit , if you want to wait until that speeder bike unit activates before you activate Luke then you often get that option, having a pass option effectively gives a similar option to the side with less activations