Specialist Arms Forum
Specialist Games General Discussion => General Discussion => Topic started by: Dave on February 19, 2015, 08:59:37 PM
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I posted this on TMP because I was curious, doing the same here.
Just a thought experiment. What sorts of turn orders (the system by which each player is allowed to move/shoot with their units) are out there? What sort of nomenclature would you use to describe them? Here's my first pass:
– IGOUGO: Player A moves and shoots with all of their unit and then Player B does the same.
– Phased IGOUGO: Player A moves all of their units followed by Player B, Player A then shoots with all of their units followed by Player B.
– Alternating Phased IGOUGO: Player A moves with all of their units, Player B shoots with all of their units, Player B moves with all of their units, Player A shoots with all of their units.
– Alternating: Player A moves and shoots with one unit and then Player B does the same.
– Alternating Luck Based: Player A moves and shoots with a random number of units and then Player B does the same.
– Random Player: A player, chosen at random, moves and shoots with one unit.
– Random Unit: A unit, chosen at random, moves and shoots.
– Simultaneous: Each player pre-plots movement and each unit moves at the same time. Each player shoots with each unit and all effects are resolved after all units have shot.
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That sounds pretty comprehensive to me.
I assume Epic would count as 'Alternating luck based', with the ability to retain (and so activate 2 units), though with a penalty that may hinder efficiency?
The only other one I can think of is Battletech's weird system- it's alternating single unit activations, but random as to who goes first each turn, and the number of activations in a row for each player is determined by the number of units each player has (so if I had 8 units and my opponent 4, I would need to activate 2 for every 1 my opponent activates). This system can get really awkward.
Battletech also has a weird shotting system. It comes after all movement, from both players. Players declare shooting in an alternating fashion, just as with movement, but then the shooting damage is worked out simultaneously.
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Weird, sort of a "weighted phased" system for movement and simultaneous fire.
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There's 'beads in a bag' where each player puts a bead for each manoeuvre unit in their force in a bag and they are activated by random draw.
That's what we use for one of our home brew sets of fantasy 10mm rules.
Dave
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I think that's how Bolt Action works as well. I'd put it in the "Alternating Luck Based: Player A moves and shoots with a random number of units and then Player B does the same" category.
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I'd actually say random unit for the beads in a bag (or random player if each unit isn't assigned a bead). WM and BA definitely alt luck based.
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Initiative/leadership based
Player A initiative x units move, then same for player B
Player A initiative x-1 units move, then the for player B
Player A initiative x-2 units move, then the same for player B
So on
Player A initiative x units shoot, then same for player B
Player A initiative x-1 units shoot, then the for player B
Player A initiative x-2 units shoot, then the same for player B
It could also be by ascending initiative for move then descending for assault and shoot
If ascending for move you could allow interruption move by higher initiative
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That's X-wing's system, right?
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Action/Reaction- Where one player does something and the other player has a chance to "interrupt" and do something. However, it is only a chance and not a given.
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That's X-wing's system, right?
Not sure as u don't play xwing
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Very interesting discussion.
What about the turn-sequence of the board-game Civilization?
In which the player with the least positive development, gets to move at the most advantageous point.
How could that 'take place / be applied' in a turn-based game-mechanic?
Probably only if the phases are integrated into each other.
Thoughts?