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Post by fjodin on Jan 9, 2012 6:12:05 GMT -5
Just wandering am I right in understanding alternative activation.
For example 2 players have 2 units: 1 tank and 1 squad, 4 units total for both players. Lets name units of first player tank1 and squad1 and units of second player tank2 and squad2.
First turn. First player moves one of its units. He decides to move squad2, so then second player decide to moves tank2, then move of tank1 and at the end squad2
Next turn the same idea. Both players move their units at any order until ALL units of both players make their move.
And in Alternative Activation its not allowed to:
Player 1 moves tank1, player 2 moves squad 2, and then player 1 moves tank1 again.
After unit make its move its cant do anything in this turn and you can put a marker of some sort near him, to represent that you can move it anymore?
Am I right? Because if so, I will use Alternative Actvation, and forget about IGO-UGO, because I think its not realictic comparing to Alternative Activation, wich give you feel of real-time battle.
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Post by Hayden on Jan 9, 2012 8:26:12 GMT -5
well basicly alternate activation means this: player one activate one of his units then player two activate one of his units then again player one activate one of his units and player two activate one of his units and so on until all units has been activated.
yes it is more realistic than classic IGOYGO and players can adapt to field situation more quickly (Basicly it doesnt mean i start i win -but this rule didnt count in gruntz but in some other (Weapon that cannot be named) IGOYGO system ;D ;D ;D ;D ;D ;D
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Post by comstar on Jan 9, 2012 8:59:34 GMT -5
Yep that's right You can only activate each unit once and as normal game do everything with it I do put a marker next to mine to show what has activated if you look at all my AAR you will see them. I add one turn then remove the next Any question just ask
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Post by inrepose on Jan 9, 2012 11:16:41 GMT -5
Hayden is right.
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Post by pancake on Jan 9, 2012 13:31:10 GMT -5
I find this way works fantastic for gruntz. Plus the other player does'nt get fed up waiting for his turn.
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Post by fjodin on Jan 9, 2012 19:14:47 GMT -5
Thanx for replying. I was affraid that in Alternative Activation player car activate same mega-tank again and again. So thank you for alternative to IGO-UGO. It was strange that in IGO-UGO player who moves forst can decimate enemy's army, and enemy cant fire back, and when its player 2 turn, he gents only 2/3 of his army.
Also Playing Card Activation is very interesting. I think to use it in small skirmished to give chaotic feel to battle.
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Post by comstar on Jan 9, 2012 19:36:14 GMT -5
Glad to help and nearly all my games are played this way
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Post by inrepose on Jan 10, 2012 4:29:05 GMT -5
Card activation is great fun and I have had a several games using it, especially on the base terrain, where a surprise element to activation can make a key difference to play.
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Post by comstar on Jan 10, 2012 5:47:13 GMT -5
Oh that would be fun I have always liked that terrain you did and the varied activation would work well there! Need to get painting of my Aliens and then give this a go with my space crusade / hulk boards (no where near a nice as your 3D ones Robin)
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Post by lordnth on Jan 14, 2012 10:01:04 GMT -5
I use small game tokens (think 'Sorry" tokens). They are easy to see. Come in varied colors (so you can see what color was last turn and this turn). Most importantly they are easy to reach. No fumbling your figures because a small token got too close to a figure. Small bonus I've found over the years is the wide bottom means they can rest on larger figures like tanks.
If I was really to get creative I would drill holes in status tokens so they can rest on the activation tokens.
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