airbornegrove26
Baron
I have had some ideas floating around in my head for some time. Just wanted to get some feedback on them. With some of the new wargaming rules having a random activation of units I wondered how that would work for 3E.
I am envisioning something along the lines of the old battle masters deck. My army sizes are 5-6 units and a character so theoretically we are looking at a 12-13 card deck. When said units card is drawn it goes through its whole turns action, ect. I though this might give a more involved participation of players making for more nail biting turns.
My other turn idea would be along the lines of Triumph and Tragedy http://www.triumph-tragedy.de/ where each units card would be based on initiative, and simultaneous cards would be played. So if player A played a unit Int of 3, and player B played a unit Int of 1, player A would go first. Possibly a little more clunky.
I am leaning more towards the first battle masters card deck idea to try out.
My second idea is: I understand the unit break rules and the need for route test however the rules have never sat well with me. Growing up we played ACW using Fire and Fury rules http://www.fireandfury.com/rffsupport/ACW25mm/acw25mm_qrs.pdf refrence pg. 2 the charge table. I have always thought about giving this a shot in Warhammer. You would go through the normal combat resolution but then take those modifiers and have a Fire and Fury like roll off. To resolve the melee combat. With the possibility of a glorious victory, or laughable failure.
Not really reinventing the wheel with these ideas just some thoughts of breaking up the more static/ arbitrary aspects of the turn. So I am just wondering your thoughts on these. Or if anyone has tried something of this nature, how did they work out?
I am envisioning something along the lines of the old battle masters deck. My army sizes are 5-6 units and a character so theoretically we are looking at a 12-13 card deck. When said units card is drawn it goes through its whole turns action, ect. I though this might give a more involved participation of players making for more nail biting turns.
My other turn idea would be along the lines of Triumph and Tragedy http://www.triumph-tragedy.de/ where each units card would be based on initiative, and simultaneous cards would be played. So if player A played a unit Int of 3, and player B played a unit Int of 1, player A would go first. Possibly a little more clunky.
I am leaning more towards the first battle masters card deck idea to try out.
My second idea is: I understand the unit break rules and the need for route test however the rules have never sat well with me. Growing up we played ACW using Fire and Fury rules http://www.fireandfury.com/rffsupport/ACW25mm/acw25mm_qrs.pdf refrence pg. 2 the charge table. I have always thought about giving this a shot in Warhammer. You would go through the normal combat resolution but then take those modifiers and have a Fire and Fury like roll off. To resolve the melee combat. With the possibility of a glorious victory, or laughable failure.
Not really reinventing the wheel with these ideas just some thoughts of breaking up the more static/ arbitrary aspects of the turn. So I am just wondering your thoughts on these. Or if anyone has tried something of this nature, how did they work out?