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Playing around with alternating activations

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Author Topic: Playing around with alternating activations  (Read 468 times)
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JP1138
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« on: January 20, 2012, 12:01:16 pm »

After playing lots of Brushfire and Relics recently, Lucy and I have tried alternate activation in KOW and really enjoyed it. It gave the game a real ebb and flow of warfare, with units being able to counter the oppositions tactics (or ignore them) each phase rather than "My ARMY has done this" "Well, my ARMY is doing this"

We found it made the game faster as well, though I'm not sure why.

For working out initiative we used a simple roll: D6 PLUS:

3: Elves, Twilight Kin - REASON: fast, well disciplined
2: Kingdom Of Men, Goblins, Orcs - REASON: steady, organised, possible dissension in the ranks
1: Abyssal Dwarfs, Dwarfs, Undead - REASON: slow (Dwarfs) and dead (Undead)

Players choose a unit or character to activate. If one side runs out then the other simply finishes activating all their units/characters.

All the other KOW rules remained the same - just added alternative activation. I hope this is something they consider for the 2012 rules as it adds even more tactical depth.
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