Re: [SG] - Turn Sequence Idea
From: Thomas Anderson <thomas.anderson@u...>
Date: Mon, 30 Nov 1998 13:03:39 +0000 (GMT)
Subject: Re: [SG] - Turn Sequence Idea
On Mon, 30 Nov 1998, Glover, Owen wrote:
> Someone at our club came up with a suggestion for SG and the turn
sequence.
> Each squad has two actions in its activation. The suggestion was to
use a
> 'deck' of cards containing two cards for each squad on the table.
<snip>
> Has anyone heard of this style of turn sequencing before or played it?
how
> much do people think it would effect teh flavour of the game?
from what some people have said, it seems that randomizing things like
this would take out some of the fun of the game, as it makes
collaborative
actions harder. here are a couple of other proposals which are
non-stochastic:
* each squad has two activations. all squads have their first
activation,
then all squads have their second activation. the sequence of activation
of squads within each half of the turn is exactly the same as in sg2.
this
eliminates the shoot-and-smoke problem, but not the
dash-through-death-ground problem, as the player can still move a unit
after all others.
* as above, but the activation sequences in the two half-turns are
inverses of one another; if there are squads A, B and C against X, Y and
Z, and the activation sequence in the first half was BXCZDY, the
sequence
in the second half is YDZCXB. thus, if a unit goes early in the first
turn, it goes late in the second and vice versa. this also does not
solve
the invulnerable-dash problem, but it is a mild improvement (possibly)
over the first idea. order of activation could be recorded with cards -
when a squad activates in the first half, push its card onto the top of
a
stack (the stack starts off empty). in the second half, cards are popped
off the top of stack and the squad they point to is activated; the stack
thus ends up empty.
add some overwatch rules - as ali.bry said, these are really important
in
squad-level games - and you're laughing. alternatively, allow players to
'pass' on activations, so if you suspect the other player will try a
dash,
you can hold back a squad until he tries it. this may end up with both
players passing indefinitely, in which case some squads just end up not
moving - they are sitting there staring each other out ...
Tom