4 hours ago, manoftomorrow010 said:I can't imagine a scenario of introducing a pass mechanic that I would be in favor of.
4 hours ago, Caimheul1313 said:too don't see how it does anything to "fix" the game.
Frequently I've seen it presented as only the army with fewer activations gets to pass, changing when the army with more activations "chains" activations, but I see that as almost more of an advantage for the other player overall. Plus, the relative points values of the units SHOULD account for fewer activations, by being harder to destroy/hitting harder.
4 hours ago, manoftomorrow010 said:I don't understand the argument in favor of a pass mechanic. Maybe people can explain how it would work.
If you're limited to one pass per round (because unlimited passes would be asinine, this isn't a staring contest), then it will just lead to a "pass-pass" situation, where both players pass, and the alternating activation order continues as normal.
I don't see anything to gain by passing. The player who doesn't want to pass, simply has to also pass in order to keep the game state as it otherwise would've been, thus negating any advantage to passing in the first place.
I dont think some of you quite understand what I mean by a pass mechanic. It's not a set number of passes. It's not each player gets 3 per turn for example.
You can only pass if you have less activations remaining than your opponent and once you start activating you can no longer pass.
Let's say player A has 5 units and player B has 3 units. A has more activations than B so A can't pass. A activates a unit so they have 4 remaining. B has less units than A so they can choose to pass, they do. A still has more than B so they activate again, leaving each player with three unactivated units. Now B can't pass and must activate. From there you alternate like normal. If A had 10 activations and B had 6, B could pass until A only had 6 left. Then they alternate.
The problem passing is trying to solve is that when two teams set up across from one another the person with less activations is forced to move forward into firing range of the person with more activations. Lets say A has 2 activations and B has 1 and its the start of game. All units have range 3 weapons. They deploy range 5 from each other. Let's say B goes first. At range 5 a single move won't let B shoot so they have a choise; move and get shot by both of A's units or don't move so they don't get killed. Not moving isn't a viable option because this is an objective game. So B moves towards the objective if they move once they are in range 4 and if they move twice they are in range 3. Now A has two activations that can move and shoot at B's unit or aim and shoot at B's unit depending on how far B moved.
Lets look at the same case as above but this time with a pass. B goes first, A has more activations than B, B passes. A must activate one unit as they can't pass. A moves forward because it's an objective based game. The unit A moved isn't in range to shoot or is in range but doesn't have enough actions left. B must activate now that the activation count is equal, they can move and shoot at the unit A just activated. Then A activates their last unit who can move and shoot at B.
Really as long as you can't pass and both players are skilled at the game the person with fewer units is going to be taking multiple shots from the person with more without being able to return fire. You might say "hide behind terrain" sure. I guess, if you want to give the opponent control over where you can and can't go. I am playing with 25% of the table covered in terrain and about half - three quarters of that being Los blocking. From my experience you need significantly more Los blocking terrain than that before the opponent with more activations is no longer controlling where you can and can't go.