Yes (much better than original rule of 2)
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54
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72.972972
%
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Yes (slightly better)
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6
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8.108108
%
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Indifferent (from original rule of 2)
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3
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4.054054
%
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No (play 1 in DCI, but prefer 2)
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11
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14.864864
%
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No (will never use 1 act rule)
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0
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0.000000
%
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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Now that we've had plenty of time to get use to it, how does everyone feel about the 1 activation in the 1st phase rule?
I much prefer it, as it helps to even out that one critical phase. Not sure if I could ever go back.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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Easily preferred. Before it, practically every game was determined by the outcome of a single initiative roll.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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I voted slightly better. This is because it really depends on the map. For example, it makes a HUGE difference on the blank map, but no real difference on ravaged base. I personally prefer it, as it makes the game a bit more interesting.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/9/2010 Posts: 243
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I didn't like it at first because I was using recon and early strikes to wipe out hundreds of minis in the first phase (maybe that's a bit of an exaggeration) but now I am used to the new rule I do think it is fairer and if you bear it in mind it doesn't hinder your game too much. Sometimes I will see a brilliant 2 act move and they only need one move to stop it and it really annoys me though. But on the whole I think the rule is an improvement.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/23/2009 Posts: 1,399 Location: MD
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It's the only way I've ever played, so I guess I have a bit of an unbalanced opinion, but I'll say I like it, lol.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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I like it, But when Revan , or Thrawn is in play whether it's myself or an oponnent, I can definately see why some don't like the rule. Init control is build into the cost of the figure, and the rule nullifies that. You might even have worked to set up your move needing those 2 activations. That said, for the most part it has been pretty succesful in making the game more competitive.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/28/2008 Posts: 355 Location: Newark, OH, USA
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If the game had started with this rule, I don't think there would have been a huge push to go to two. It helps balance things out that much. Sure, some combos thrive on two activations to begin, but you know what's coming and can plan for to set it up some other way. It removes that critical initiative roll that determined the game even with half the squads still in play - I've seen a lot more games go to the last 1-2 pieces on each side this way. It brings the strategy of not going first into play - there are plenty of times I would much prefer my opponent to be forced into activating only one then I can go with my two. Of course, if you roll initiative as low as I do, the decision almost always gets made by my opponent.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 818 Location: Wisconsin
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I'm mixed about it. Part of that is because we play mixed mode -- DCI events we follow the rule of 1, league events we continue to use the rule of 2.
I kind of like the rule of 1 because it helps take out the luck factor with the end game where it's "I win initiative so I win the game."
But it has also helped take out the use of Cunning Attack. Granted, Opportunist and activation control have had a big hand in this as well. I don't like the huge pendulum swing to Opportunist and would like to see it more balanced.
It has also reduced the impact that Master Tactician has. No, it hasn't neutered it. But you don't get the chance for that big first strike that you used to be able to do.
Overall, I like the rule of 2 better. I much prefer the NFL-like overtime win instead of the over-used shift to Opportunist.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/27/2009 Posts: 205 Location: Southern Illinois
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I think it makes a significant difference, and I think I like it better. At first I really hated it, but now its grown on me. Yes, there are times when getting to go with 2 would be useful to me, but I love the look on my opponents face of 'do I go with my one first, or make him do it, so I can go with two?'
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Was against it at first, but after playing it, I love it. It is how the game should've been designed in the first place.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/17/2008 Posts: 188
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This is how I do it for In House Rules:
We both roll for initiative. The higher roll picks who goes first. That person rolls AGAIN, then gets to activate that number of characters that was rolled. At that point, the other player rolls a six sided die. On a 1, 3, and 5, that player gets to roll twice for activations, activating the total number rolled. On a 2,4,6 they get to activate exactly the same number of characters their opponent activated.
On a roll of a natural 6 on either set of die, that person gets to draw a card. If it is the Suicide King, the other player flips a coin. On a heads you get to add any character with a name starting with the letter A-M. The other player gets to add a character with a name starting with N-Z. Reverse the outcome if you get tails.
If the Ace of Hearts is ever drawn, wipe the board clean and start all over again.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 247
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This is one of my all time favorite DCI rules. It added some more fairness, plus another dimension for strategy to the game. And, while it did slightly reduce the importance of initiative control and winning initiative, both still play an important role in the game.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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Is it only in the first round or is it each round?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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Darth O wrote:Is it only in the first round or is it each round? Every round.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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I remember the first couple of games I played where we didn't know about this rule and how much difference having Recon actually made. It was devastating. I can't remember how I found out about it, but I definitely saw people using this rule on Vassal and it struck me as being a really good idea, so I adopted it in all my games.
I don't think I will ever go back to having a the first phase be a normal phase.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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Pretty one sided...which is what I expected to see. Thanks everyone for participating.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2009 Posts: 230 Location: near Madison, WI
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Chargers wrote:But it has also helped take out the use of Cunning Attack. Granted, Opportunist and activation control have had a big hand in this as well. I don't like the huge pendulum swing to Opportunist and would like to see it more balanced. This rule did reduce some of the effect of Cunning, and the addition of the new Thrawn and Han-Smuggler did push the advantage of Opportunist very far.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/23/2009 Posts: 177
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yodaccm wrote:This is how I do it for In House Rules:
We both roll for initiative. The higher roll picks who goes first. That person rolls AGAIN, then gets to activate that number of characters that was rolled. At that point, the other player rolls a six sided die. On a 1, 3, and 5, that player gets to roll twice for activations, activating the total number rolled. On a 2,4,6 they get to activate exactly the same number of characters their opponent activated.
On a roll of a natural 6 on either set of die, that person gets to draw a card. If it is the Suicide King, the other player flips a coin. On a heads you get to add any character with a name starting with the letter A-M. The other player gets to add a character with a name starting with N-Z. Reverse the outcome if you get tails.
If the Ace of Hearts is ever drawn, wipe the board clean and start all over again. I don't think that's complicated enough. Add some more stuff to it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/28/2008 Posts: 606
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Chargers wrote:I'm mixed about it. Part of that is because we play mixed mode -- DCI events we follow the rule of 1, league events we continue to use the rule of 2.
I kind of like the rule of 1 because it helps take out the luck factor with the end game where it's "I win initiative so I win the game."
But it has also helped take out the use of Cunning Attack. Granted, Opportunist and activation control have had a big hand in this as well. I don't like the huge pendulum swing to Opportunist and would like to see it more balanced.
It has also reduced the impact that Master Tactician has. No, it hasn't neutered it. But you don't get the chance for that big first strike that you used to be able to do.
Overall, I like the rule of 2 better. I much prefer the NFL-like overtime win instead of the over-used shift to Opportunist.
Tim I disagree. Boba Merc with Whorm is still amazing even with the rule.ERC with leia anc crix, Mara jedi with Ganner even Arica to a point Then there is Atton but you team him up with vigos or Dash. A lot of the new CE or SA with ganner/luke have helped out. I think Cunning really hasnt taken a hit because of all the speed and people using dod like San a lot of the time. Very early in a round you can surprise your opponent with cunning. Deri did this to me with the Crix/ERC/Leia combo at Gencon taking out my Rex because i misplaced him. I think the 2 rule makes Han smugger stronger because he has the ERC to back him up. It makes Han GH/Mara very annoying. I think it even makes Thrawn strong overall. Thrawn then can use Lord Vader and Vader SA better they get stronger because of this. The swap squad get really stronger then add in yodabuck or Lancer pawn. So I think the hit that Pawn,yodabuck,Mara/Han mtb,Thrawn,ERC/CRix take its a lot better overall with the 1 rule. I think the little hit that cunning took is ok. Other cunning attackers Shaak will you run her with Han or movement LUke RC movement so it doesnt matter as much Misson never used Mandos you just run guns and scouts then give bait Han RH really did take a hit so i dont know if thats a good thing or not Atton has Dash/Vigos then Hoth to help out. Tim I posted thinking I dont know you just to see what others will say.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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yodaccm wrote:This is how I do it for In House Rules:
We both roll for initiative. The higher roll picks who goes first. That person rolls AGAIN, then gets to activate that number of characters that was rolled. At that point, the other player rolls a six sided die. On a 1, 3, and 5, that player gets to roll twice for activations, activating the total number rolled. On a 2,4,6 they get to activate exactly the same number of characters their opponent activated.
On a roll of a natural 6 on either set of die, that person gets to draw a card. If it is the Suicide King, the other player flips a coin. On a heads you get to add any character with a name starting with the letter A-M. The other player gets to add a character with a name starting with N-Z. Reverse the outcome if you get tails.
If the Ace of Hearts is ever drawn, wipe the board clean and start all over again. Interesting and do you ever take weather patterns or if it's a Tuesday into consideration? Hahaha
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