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For every 100 points you get four actions per figure that is able to make an action. Plus a potential 1 in 6 chance for every figure with command in your army.
In conquest, for every 400 points you get 1 action, +1 "sure" action for a figure with command and a one in 6 chance for every figure with command.
In normal games of 300 pointer armies you get 3. (300 / 3 = actions per turn. Lets say I played a weenie army consiting of 15 figs and my opponent fields 3 figures. I get 3 actions and he gets 3. What does my other figures do during all of this? They stand and watch.
I'm not saying give them each an action but the system should have been made so that a swarming army has an *edge* over those that centered on phat figs.
A simple analogy would be a basketball match between 1 team with 2 players vs. another that has 5. You get what I mean.
I'm not saying change the rules but it's just something to think about.
I really don't see why one army type should have a definitive advantage over another. Perhaps if you had more command units to "give orders", but realisticly one shouldn't be able to tell 15 units all located at different points on the battlefield "you do this, you do this, you do that....". I'm not sure in what time scale each move is, but I don't think it's feasable to delegate 15 different orders from one "warlord" in the course of one turn.
If you want to, just use force march. Think of it as delegating orders to your captains ( FM units ) who then tell their underlings to do X. Admittedly X can only be "follow me", but it's still a bit more realistic than 'swarm deserves an advantage, give me an action for each unit I have'.
Comparing the action systems of Rebellion and Dungeons really isn't fair to either game. Dungeons allows you to use every Hero every turn without pushing because you will STILL have more figures to activate (the Mage Spawn) and there are no formations to allow you to use multiple figures at once.
That system wouldn't translate to Rebellion, where you know in advance the maximum number of figures you're going to have to manage activations for, and can potentially activate up to five figures at once.
ever heard of MOVEMENT IN FORMATION or FORCE MARCH???
OoOoooh! The tone of that post! rawr! ;)
Making my post clear...
I meant combat actions -- attacking and healing.
example:
Let's say I surrounded your storm golem with my infantry. Again let's say I have 2 formations of infantry troops.
That'll take 2 actions moving them formation.
Next turn I rest them.
How many single dial figs can I fit around that figure? assuming 5 or 6 maybe? (not sure here)
I make 3 actions in a 300 pointer game.
How about the rest surrounding the SG without tokens?
Taking it a step further...CONQUEST.
Again, reiterating the intention of my post..."Just something to think about."
BuTcHoK has the idea. This is stup-osed to be an easy game to pick-up and play. I don't want to have to do NOW (with MK) what I did in HIGH SCHOOL (with AD&D). I got 2 kids and a wife. I don't want to start totting my MK rule books, too.
I do understand your just saying, "HEY, WTF are all these idiots doing standing around!?! What am I paying these lazy-@ss warriors for?!?" Yeah, they could be doing something... but it's a game. Keep It Simple Stupid and forget the real world when your playing. It'll be there when your done with your game, man.
There's another point I feel I should bring up: These Figures represent actual warriors. I'm talking real flesh and/or blood insstead of plastic. Those warriors have free will, and can react to new threats and situations.
Blackpowdah has a good point, but for simplicity, the Actions per turn ruling makes sense.
I did some calculations and figured out based on the average movement of a human that a turn actually only equals exactly one second. Try telling 15 guys to do something in that amount of time. But if the Tezlacore golem can than I guess any warlord can also. ;)
To go back to the example stated, 2 on 5 basketball. Now we need to keep the teams fair points wise and say the 2 players are from the NBA, and the 5 are all-stars from High School. If the 5 do not use some formations and act as a team they should not have an advantage. Their only advantage is numbers, so if they don't make use of the numbers they deserve to lose.
Rarely do I see anyone have so many figs that the extra actions would even get used. In a 300 point game you can move 6 formations (unless you want to keep pushing), that's 30 figures, before anyone is forced to stand around and look silly. When you put the 5 figs around the 1 golem, you sound like you want to attack 5 seperate times. What 5 figs can you get that cost the same as 1 fig, and can successfully hit that 1 fig without needing a formation bonus? Maybe 5 melee guys against a healer, but it sounds like the swarm already has enough of an advantage there. Another advantage your 5 figs already has is the ability to get to the back arc. If you have 5 figs around one and nobody is in the rear arc, you goofed up.
I have played Warhammer and other "Igo, Ugo" games where each player moves all his figs, then the other player moves all his figs. In those games the swarms are normally forced to move in formations. If my mass of goblins wants to attack your hero they must do so in formation. If a goblin is seperated from the formation he will not be allowed to attack, and must move to join the formation as soon as possible.
If the basis of the argument is reality, I can't think of a case where a swarm of unskilled guys, each working alone, can work as well as a few highly trained guys do.
Info...I play swarm-charge and there are times that some of my figs, or formations were just standing there, being peppered as I do my thing trying to kill that "storm golem" with 3 actions. Maybe when I posted my thoughts I was unconsciously leaning towards a bit on semi realism. So thinking it's not just a matter of 2 taking on 5 or a team of specops vs entire battallions of less trained soldiers. It's a matter of actions per turn.
Perhaps your peices are mearly resting, as the push rules suggest. Perhaps they are just waiting for an opponent to fall into a trap. Perhaps they are only standing around because some commander has to many troops on the battlefield and can't find uses for them all.
By doing what you suggest, your chaning the whole way the game works. What would be the point of pushing. Everyone moves all their peices, then either rests or pushes. The key to finding uses for all your peices is making sure you actually have a good number of peices for your actions per turn. If you have people left over that can't move, you have to many peices out playing. Don't blame the game for a mechanic that works because you think it is not realistic.
I personally don't think that myturn/yourturn games are realistic. No one in a real battle moves all of their units at one time, then waits for the enemy to move all of theirs. In reality, both sides are moving at the same time, but there is not a minitures/boardgame yet that can do that. IT doesn't work that way. MK has given us another option to play with then MYturn/yourturn. The way movement works in MK gives a more tactical feel that can even produce flanks and sides. It's really a great way of getting a small tactical game.
Strait up, no game is ever going to mimic realism. Instead, we should decide if we like the way movement is handeled or not. So you have guys sitting around a battle field. They are resting, or sleeping, or standing around or whatever. But does it matter? The important thing is if you are having fun our not, not rather the game is realistic or not.
Plus, remember that with the larger army you have things to do every turn, while the army with the 3 fatties may not. Pushing could become a problem with the smaller army.