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Miniatures Adventure => VSF Adventures => In Her Majesty's Name => Topic started by: chrixter on June 19, 2013, 03:05:28 PM

Title: IHMN activation question
Post by: chrixter on June 19, 2013, 03:05:28 PM
When activating the figures in the movement phase there is a simple player A, player B, player A,... order.  However, if the sizes of the teams are very uneven the larger team will get a distinct advantage as it at the end can activate the last figures knowing the final positioning of everyone in the other team.  In most other skirmish games this horde advantage is removed by adding passes or "dummy activations" to the player with less team members.  In IHMN I have found no such rule.  In my gaming group we have naturally added a house rule to fix this but I wonder if this really is an intended design. 
Title: Re: IHMN activation question
Post by: Craig on June 19, 2013, 07:51:51 PM
What a damned good idea young Chrixter me lad!

I'll discuss this with Charles.
Title: Re: IHMN activation question
Post by: Dewbakuk on June 19, 2013, 08:23:33 PM
I just assumed it was an intended advantage for horde forces, the whole 'they just keep coming' aspect. Against trained troops they certainly thin out soon enough :)
Title: Re: IHMN activation question
Post by: steharan on June 20, 2013, 12:00:16 AM
I  quite like the current dynamic,  it adds a  tactical element  of  activating your grunts  before your  characters. It means you take the risk of something bad happening to them of you wait. A  game with a similar mechanic is bolt action and that works fine.