Friday, 27 March 2015

StarStrike part 2: Turn sequence

Alright, so we know what our troops look like.

Time to take a look at the turn sequence then.

This is fundamentally an old-fashioned alternating turn sequence with a few twists.

The initiative roll:
If both sides have troops left to act, each player rolls 1D10 and adds the highest Training score of their un-activated units.

Whoever rolls highest gets to activate.

On a draw, each player must "exhaust" one unit or individual of their choice, that lose the ability to activate this turn.

What does that all mean?
It has a few interesting impacts:

First, particularly in games with a lot of elements on each side (and thus, a lot of initiative rolls), not all of your units will get to act, but most will.
Those that fail to act can still do some, limited, reaction fire.

Since units may be exhausted, there's an incentive to make sure that each side has a few individual figures detached.

Since initiative is rolled using the highest Training score you have left, there's some tactics in whether a good unit activates early (so they can fire or move before other units act) or you hold them back, to boost your initiative rolls.
Keeping a high Training individual figure in "reserve" is a valid tactic and helps represent the effects of leadership.

One side could activate several times in a row if they have high Training scores or good rolls. This tends to even out, as the enemy will get a bunch of clustered activations as well but it makes for some fun opportunities to coordinate attacks or improve a position.

When the unit activates, they have 6 orders to select from.

3 are full move speed orders and 3 are half speed orders.

At full speed you can:
Engage: Move and fire normally.
Evade: Move without taking reaction fire. No shooting.
Storm: Move, fire at short range and get a bonus move to reach hand to hand fighting.

At half speed you can:
Prowl: Half move without taking reaction fire, fire at short range.
Alert: Half move, does not shoot normally but may reaction fire at long range.
Regroup: Half move, no shooting, may attempt to restore their morale.

Each leader receives from 1-3 leadership points. When the leader activates, he/she/it may give that number of orders to figures within 8".

An order can give a figure a full speed bonus move, an additional shot at normal range, recover from being pinned down or get the benefits of cover.

This makes well led units quite powerful, since they can operate with a lot of flexibility. A squad with a level 3 leader could regroup and still take a few shots for example.