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Author Topic: IHMN activation question  (Read 1700 times)

Offline chrixter

  • Student
  • Posts: 10
IHMN activation question
« on: 19 June 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. 

Offline Craig

  • Scatterbrained Genius
  • Posts: 2078
  • Youth & Talent are no match for Age and Treachery.
    • The Ministry of Gentlemanly Warfare
Re: IHMN activation question
« Reply #1 on: 19 June 2013, 07:51:51 PM »
What a damned good idea young Chrixter me lad!

I'll discuss this with Charles.
My sincerest contrafibularities
General Lord Craig Arthur Wellesey Cartmell (ret'd)
https://theministryofgentlemanlywarfare.wordpress.com/

Offline Dewbakuk

  • Administrator
  • Galactic Brain
  • Posts: 5775
Re: IHMN activation question
« Reply #2 on: 19 June 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 :)
So many projects..... so little time.......

Offline steharan

  • Librarian
  • Posts: 163
Re: IHMN activation question
« Reply #3 on: 20 June 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.

 

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