Bravo Six | 31 Dec 2020 10:27 a.m. PST |
I was intrigued by Jay's use of 2 actions per activation per figure in the Fistful of Lead rules. It got me thinking…. are there any other rules that use this mechanic? |
MajorB | 31 Dec 2020 10:31 a.m. PST |
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Bravo Six | 31 Dec 2020 10:36 a.m. PST |
Ah right. I'd forgotten about that. |
Ferd45231 | 31 Dec 2020 10:39 a.m. PST |
Possible in To the Strongest. H |
John G | 31 Dec 2020 11:26 a.m. PST |
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JimDuncanUK | 31 Dec 2020 11:33 a.m. PST |
I've used two actions per phase for donkeys years. They work best in skirmish games. In each phase a figure can move and shoot, shoot and move, move and move or shoot and shoot. |
advocate | 31 Dec 2020 11:33 a.m. PST |
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Herkybird | 31 Dec 2020 11:38 a.m. PST |
Many of my rules have used 2 actions, it allows a figure to run (2 actions) shoot and move, or stay still and get a good shot, for example. Like JimDuncan said, the system has been around for years. |
jekinder | 31 Dec 2020 11:40 a.m. PST |
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emckinney | 31 Dec 2020 12:20 p.m. PST |
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mad monkey 1 | 31 Dec 2020 1:11 p.m. PST |
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Bravo Six | 31 Dec 2020 1:18 p.m. PST |
Thanks guys for all the input. Quite a few rules there. I had no idea this was so prevalent. |
Schogun | 31 Dec 2020 1:25 p.m. PST |
Chronopia used 2 actions. Warzone 3 actions. |
Oberlindes Sol LIC | 31 Dec 2020 1:57 p.m. PST |
If I recall correctly, Mongoose Traveller gives you a major action and some number of minor actions every activation. |
Extra Crispy | 31 Dec 2020 2:33 p.m. PST |
Several rule sets use "action points" where each action costs 1 or more points. So shoot = 1 point, move 4" = 1 point, etc. |
pzivh43 | 31 Dec 2020 3:54 p.m. PST |
Bolt Action uses 2 actions per activation, ir close to it (some actions take the whole turn, IIRC> |
UshCha | 31 Dec 2020 4:31 p.m. PST |
Our rules, Maneouvere Group. It does have a lot of advantages. |
SaveGordon | 31 Dec 2020 5:19 p.m. PST |
Larry Brom's WW2 Pacific rules "K-Bar and bayonet" c 2005. |
Andy ONeill | 31 Dec 2020 5:33 p.m. PST |
SG2's been done. Dirtside 2 also uses 2 actions. |
Bravo Six | 01 Jan 2021 4:46 a.m. PST |
Using 2 actions does make alot of sense actually. And from what I've read in the FFOL rules, I like how he uses those 2 actions for certain things like "Shaken" figures. |
4DJones | 01 Jan 2021 4:52 a.m. PST |
Witchfinder General. And to go one up, Fire and Steel has THREE action phases per figure per turn. (Both skirmish rules). |
stephen m | 01 Jan 2021 1:54 p.m. PST |
Hind & Seek Battlespace Just off the top of my head. |
Wolfhag | 04 Jan 2021 11:06 a.m. PST |
So by allowing all units to perform the same number of actions each turn, how do you show the difference between veteran and green troops or the difference between weapons platforms? Wolfhag |
UshCha | 05 Jan 2021 3:12 a.m. PST |
Wolfhag, like engineering models timescales are a matter of choice. On a larger timescales like ours such issues are either not rated critical or abstracted. It critically depends on what are thw key features the designer wants to define. In very small time scales for instance you may need to modell acceleration and decelleration of tanks as in a situation where timescales are down to seconds that may be critical. Our own ruls add something which is less than perfect but is more representative than instantanious speed change which allows stange things to happen. |
Wolfhag | 05 Jan 2021 6:57 p.m. PST |
UshCha, Bravo-Six mentioned individual figures as the scale. I've played the 1:1 move-move, shoot-shoot, move-shoot, shoot-move games a few times, mostly at conventions with new players. It's a good system as it allows the player several decision points and can develop somewhat realistic tactics. It's easy to play and gives a fair and balanced game. While it has many advantages, it's hard to simulate the advantage of Alexander the Great and the Macedonians had in a battle against the Persians. The games I played didn't really allow for any type of momentum or give a good portrayal of initiative other than making it random. If someone does have a way to portray these issues in a two-action turn I'd be interested. Wolfhag |
Rudysnelson | 05 Jan 2021 9:50 p.m. PST |
Years ago we designed a squad level Vietnam system that allowed for two actions per turn. Each maneuver unit received a black card and red card. Each unit had a specific card and suit for example Alpha fire team was the 3 of hearts and three of spades. When it was activated, if a move was conducted and the three of spades discarded. If the Alpha fired the red three of hearts was discarded and it could no longer fire that turn. Basicly a unit could both move and fire in the same turn. |
Mocaiv | 06 Jan 2021 10:53 a.m. PST |
I liked the mechanic so much I used it in my own Steam Wars rules |