Just looking for some feed back on an activation system for small model count games I have been working on. Inspired by Infinity and other skirmish games with lots of back and force play.
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At the start of the game one player will be the attacker and the other the defender – this will determine how the forces are set up and who goes first.
There are 2 types of activation markers to show that a model has actived, blue and yellow. On your turn you will always give a model a blue token when it is activated and you always use a yellow token to show that a model activated during your opponents turn.
At the start of a players turn they clear all blue activation markers.
On a players turn they choose 1 of their models to activate, this model cannot already have activated (ie it has no activation marker). The player must then make a command check – they roll 1D6 and if the result is equal or more than the number of models they have activated this turn they pass, otherwise they fail (a result of a 6 is always a pass).
If passed the player then activates the model (move/shoot/ect). The opposing player may be able to activate a model as a reaction (a limited activation – usually only the target of the attack can react) depending on the actions taken by the active model.
If the command check is failed the opposing player can immediatly activate any model in their force. Once that actiavtion is resolved the player whos turn it is activated the previously nominated model.
Any models activated are given the appropriately colored activation markers.
A player can also voluntarily fail the command check, passing play over to their opponent. A player may also be forced to pass play over if all of their models have activation markers.
When a players turn ends they clear all yellow activation markers.
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Cheers!