Turn Sequence: Basics

January 4th, 2009

The fist thing to do is find out who’s who. Flip a coin. The winner of the toss up may elect to be the Instigator or pass. If the winner passes, the looser then has the option to become the Instigator or pass. If both pass, a turn is struck off and the coin flipped again. This can continue indefinitely until one side commits or until all the turns of the game are struck off resulting in a draw. Often games have time elements, and this usually stops the two sides faffing about.
Once a player elects to become the Instigator their opponent automatically becomes the Retaliator. There are advantages and disadvantages to both, which will come to light after playing a few games, but generally the Instigator is aggressive, and the Retaliator defensive with the intent on holding ground or counter-charging.

Note: In the augmented rule set specific scenarios will state which army is the Instigator and which is the Retaliator.

1: Instigator (Action)

The Instigator chooses one unit within their army to designate as their currently active unit, and assigns an Action to that unit. The active unit may only perform one Action in a turn.

Actions are;

  • Move: In any direction up to the units Stature stat x move rate.
  • Shoot: At any targets within the fire arc and line of sight.
  • Engage: In Close Combat with any troops in base to base contact
  • Special: See specials.

(more on Actions and the details thereof can be found here: Tactical: Actions)

When the active unit’s action is selected, proceed to step 2.

2: Retaliator (Reaction)

Once the Instigator has chosen their action, the Retaliator chooses a Reaction for their target unit in response. The Retaliator may not target any of The Instigator’s other units.

Reactions include;

  • Move: Directly towards the Instigator’s active unit.
  • Shoot: At the Instigator’s active unit.
  • Engage: In Close Combat with the Instigator’s active unit.
  • Special: Using a ‘Special’ against the Instigator’s active unit, or on your own unit

Each of the Retaliators units may only make one Reaction in a turn.

3: Paired-Resolution (Matches)

Both the action and reaction are resolved together, the two opposing units/ Blocks are worked out as a Paired-Resolution. This is very much like fighting a ‘mini-battle’ within the larger battle. This mini-battle, the paired resolution, is resolved in isolation from the rest of the battle. In WarSpike slang this is referred to as a ‘Match‘.

In the diagram opposite I1 and R1 are locked in a Resolution-Pair (Match). The Actions of the Instigator, and Reactions of the Retaliator, are worked out together. While doing this I2 and I3, along with R2 and R3 are effectively ignored until the pair is resolved. As we are concentration on only two units, they are very easy to manage and we can resolve them together. This allows for some interesting effects on the game table.

For example: Both I1 and R1 were on opposite sides of a river. Both are equidistant from the only bridge spanning that river. Both want control of the bridge. The Instigator chooses a run Action to get them to the bridge and the Retaliator also chooses a run Reaction to head them off. This would result in both meeting in the middle – at the bridge (where the immediately have a punch up :P).

Static site information on Resolutions

4: Next Activation

Once the Retaliator has finished resolving their Reactions, the Instigator’s currently active unit is deactivated and the Instigator may choose the next unit in their army to become the next active unit and perform an action. Return to step one, but the Instigator may only pick from their units that have not performed an Action so far.

Each Paired-Resolution is worked out one at a time. The diagram opposite shows a nice neat series, but there is no specific order the Paired-Resolutions have to be resolved.

In the opposite diagram I1 is paired with R1, which is worked out first. Then both Player move onto the next Resolution-Pair containing I2 and R2. Once this is resolved both Players move onto the last Resolution-Pair containing I3 and R3.

5: Changeover – seizing the advantage

Once the Instigator has no more units to activate, and all Resolution-Pairs have been resolved, the Retaliator may move any final Units. These last Units may not target an Unit, and can only move, hide or prepare in some way. Once all the Units have been used, it is time to calculate who will have the Advantage next turn. Advantage determines who will be the Instigator next turn.

Clause: In some battles it can be impossible for one side to become the Instigator, for example if all the units are under hold orders. There must be at least one unit who can advance in order for that side to become the Instigator. Otherwise those with hold orders do just that and ‘hold’ and react to attacks.

Next up: Using blocks

Category: Prototype Rules Page

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