Hi Scorpion. Hi all.
There's a lot of talk in the 40k community regarding the advantage of getting to go first in the battle. Especially shooting armies like Astra Militarum and T'au Empire, who seem to be able to delete half the opponents army in a single turn and before they've even so much as moved. I must admit, a lot of the time, I watch a battle report and find myself rolling my eyes or becoming really irritated with the turn 1 roll off, because I feel like I already know who's won.
Now, I understand, someones got to go first, and you've go to build an army to prepare for the possibility of going second. I also understand line of sight blocking terrain is also a good way to tackle it. And I love the objective style stuff where the game is determined by points, but i still feel as a game, the system needs work. It's all great introducing your own house systems like the old night fight rules and such, but you simply shouldn't have to do this. You should expect two evenly matched armies with two equally experienced players to have a even fight, and for the victor to not essentially hinge on a dice roll.
I don't mean to rant, and I know it's not always the case that who goes first wins, but i've just seen too many times, half an army being deleted before even so much as moving. I'd love your opinions on the subject, and I'd love if Scorpion considered doing a video on subject, as i feel such a large part of the community feel strongly about it.
Much love
Good idea for a post. And for a possible future video. Maybe if we get some good feedback here I'll use contributions made for content for the video! For keeping the turn system the same...maybe a Stratagem like 'Snap Fire' where you get to interupt shooting phase on T1 and fire a unit. Would help to some degree. Also the Eldar Phantasm stratagem could be given to all factions...after you know who is going first but before T1 begins you can redeploy 3 units. So I think this works really well....both sides deploy not knowing who goes first...then once decided who takes first turn the other player can make a limited unit redeploy to reduce T1 impact (eg move out of range or hide). This I think is an easy fix and would work well:)
Or to change the system entirely...deck of cards with a card for each unit...for total random and fair movement.
To be honest turn one advantage is pretty big...but not always....and I actually really enjoy trying to build a list to compensate for this and enjoy performing well in a game even after going second:)
I don't recall who it was, but one of your subscribers posted an idea that I'm starting to like more and more.
His suggestion was to allow whoever goes second to ignore the restrictions on 1st turn Deep Striking (and all equivalents).
The strength of this is that it makes it where both players are only exposed to 1 round of shooting before they can deep strike their reserves in. Going first will still give 1st player the advantage of Alpha Strike, but their opponent will now be able to start hitting back with the units they kept off immediately.
As for balance, the 1st turn Deep Strike restriction was implemented to mainly stop the 1st player from dropping assault units and close range super shooters in their opponents face before they ever had the chance to do anything; this change still accomplishes that, but isn't so punishing to 2nd player.
Anyway, I think it could be a nice solution to the 1st turn problem on boards lacking in LOS blocking terrain and plan on trying it out.
Yeah sounds worth trying out!:)