Based on the leaked Legion traits (which have proven accurate thus far), Emperor's children rule allows them to simply declare they win iniative for a turn, once per game. If they are allies, rather than your main force, they just get to reroll initiative once per game.
Regarding alternate activation; from the 3rd July warcom article "10 Things You Need To Know About Warhammer: The Horus Heresy - Legions Imperialis " Non-stop Action The activation of Detachments alternates, meaning you move or fire a Detachment, then your opponent does, and so on. You’re always in the thick of battle, adjusting plans as you go to seize advantages that present themselves. I've ordered the WD but waiting until next weekend to pick it up at the same time as my MTO Rogue Trader. Hope we can order this game soon too.....
Epic was built for campaing play if you ask me. grab a hex map and make each battle have meaning. reinforcements and retreat become options. Battle for the space port to get more resources on the strategy map. maybe have a hex as a tian factroy. if you can think of it you can make it happen. :)
No game or rule set is perfect. People will always disagree on certain aspects or mechanics. I personally can not wait until these are released. We used to play huge epic games on a 5’x9’ table. We are very excited to do this again. 😁
'Scale' used to work in a 'Super Titans > Titans > Super Heavies > Tanks > Infantry' manner. Objective play was always very important in 2nd ed Space marine, but moral used to depend on the unit and army, varying from force to force.
My thoughts on what you observed (1) Awesome, objectives and manoeuvre were key to the epic games I loved. (2) Again, love it, the old epic I played saw detachments 'break' at around 50% casualties and this could really swing games (but equally the units could still fight but they were, risky). (3) Worries me, I like the idea of Legion special rules (but DO NOT want them to be huge advantages/disadvantages), and I like the idea of multi-Legion detachments (to an extent) but I don't want it to be gamed (always seeing this Legion + that Legion) and I don't want it to be a significant disadvantage to take a solitary faction force. (4) Seems cool, not issue here. (5) Meh, makes narrative sense but can also be a 'gamey'. (6) See my other comment (the Warhammer Community LI writer seems to confirm alternating activations). (7) Yes, yes, yes; warfare on an EPIC scale demands the scope for truly brutal clashes of arms and resulting casualties. (8) Hopefully, I want Flyers to be at least useful in all phases (though obviously balanced). (9) As with (8), want everything to be able to put in the hurt, obviously not to the ridiculous, but like the idea narratively and game-wise that large numbers of infantry can present a threat to tanks. (10) Again, within balanced limits, I love this, infantry in defended positions should be a nightmare to dislodge (but equally the game seems to present the equally cool option of simply obliterating the position altogether, cool and EPIC). So based on your observations I (at least provisionally) like points (1), (2), (7), (8), (9) & (10). I think that (6) is the alternating actions that I really, really hope for. I'm neutral on points (4) & (5). I'm only really uncertain on point (3).
If we can use multiple legions then I'm thinking it'd be cool to have a shattered legions army consisting of survivors from Istvan so Salamanders, Raven Guard, and Iron Hands with maybe a few loyalists from traitor legions thrown in there just to look cool
The turn sequence has been released in an article in the past and it is the same as it was in the 90s: 1. Place orders face down beside units at the beginning of each turn. 2. Roll for Initiative. 3. Winner of initiative gets to move a single unit of his choosing which is either on Charge, Double Move or Advance orders. 4. Opponent gets to move a unit like described above and then the winner chooses a unit. Rinse and repeat. 5. Units who are on First Fire orders have the opportunity to shoot. Once a unit has shot the other player picks a unit of his own and does the same. Rinse and repeat. Units may even shoot at units who engaged them in melee and in that instance must shoot at them. In the 90s units who were on First Fire orders also had the option to switch to Advance orders in this turn segment but without the ability to move. The reason behind this was to wait for melee combat to take place and then shoot up the survivors as shooting into melee was not allowed. 6. Melee combat takes place. 7. Units who were on Advance orders may shoot now. Alternate activation takes place as described above. 8. Morale phase. 9. Check victory conditions. Note: There is also the Fall Back order (yellow icon). I don´t remember when units on this order move. It may be in the movement phase or morale phase (when they break the first time). Emperor Children´s trait: Having the luxury of moving all of your models first and then even have the ability to shoot all of your units first sounds very strong, if the EC army has been selected to do one task very well. For instance taking a lot of battle tanks or lots of land speeders & bikers to pin down opposing units on their way to objectives. A more varied force won´t benefit as much from it. The perk of allies benefitting from this trait as well makes lore wise no sense as they haven´t trained together. And from a gaming perspective it is too strong. If this would be 40K the resulting shit storm from the community would force GW to release an errata but as a specialist game this will stay as it is.
I house ruled alternating activation into my group’s 40k games, and it works with no issues, so I’ve no doubt it wouldn’t be an issue for you to do the same if this game doesn’t actually have alternating activation in it
It’s pretty simple for the most part, you keep the same phase structure, command, movement, shooting, etc. but each player takes turns activating a unit each phase (or more than one unit as the game gets bigger). This turns each phase into a game of predicting, reacting to, and trying to provoke actions from each other. A turn can take longer, but in my experience it’s not that bad once you get used to it
The main reason to use this style of activation is that it enables as much of the rules as possible to still work without having to change wordings on things, but naturally there are some exceptions… Rapid Ingress (which allows an up to 6” move after deep strike in our house rules) heroic intervention (which is changed to having the unit that performs the intervention count as charging) And Counter Offensive (changed completely to allowing a unit to count as having charged for initiative and rules purposes) We have also eventually implemented a second, follow up fight phase, performed after all previous fights and consolidation moves are performed, and starting as if no one had performed a charge. This is to allow combat units to potentially get both their fights in that they’d get in the normal turn structure, and as a guard player it makes planning around my opponent’s fight phase a really interesting prospect
We do also make it so that the player’s swap who has initiative each turn, though getting initiative still matters cause you’ll have “activation priority” for more one more turn than your opponent
Better to grab a adeptus titanicus starter set as lomg as they are out there. I am really looking forward to this. And i love the picture of an tank squadron that met a warhound that walks out of a ruin and get insta obliterated.
they rush thourgh things oftne not explaing but i enjoyed it, pushed me from fence to deciding to get this, well that and that i have a mostly unassembled titanicus start box @@blackbriargaming5483
I'm sure that the activation mechanic will work like the previous Epic. i.e. one side moves, then the other. Then in the three combat phases (First Fire, Charge and Advance), units alternate. So I suspect the Emperor's Children Legion rule enables them to go first if they otherwise wouldn't and then to activate their _first_ unit in the combat phase(s). I don't remember whether the previous edition of the game had movement alternating throughout the game or whether you determined who moved first each turn. But it sounds like in this version you will and that the EC have a way of ensuring that they can opt to move first.
With GW committing to JUST IMPERIAL SM LEGIONS. The Xenos & I Guard miniatures of 2:42 Imperials line will be Discontinued? IS THERE FUTURE FIR OG Epic players can Make? Modify, Conversions, & Scratch build other Epic Armies from “Star wars,” “Mechwarrior,” & 8mm miniatures. (Plus the 3D Printer Market)
How Solar Auxiliary can be discontinued if they even not released them It's Horus Heresy, so no Xenos armies If LI will be successful, GW may release epic 40k, they not confirm and not disproof it in they FAQ article, but I personally don't think it would happen, too many factions noq to reimplement them all
Localy, No one is going to get in to a game, where the basic buy in starts at 1000$ plus. This could have been a very popular game, but nit at the price.
You sound exactly like another bigger you tuber, insufferable positive, love it absolutely love it, well people are here for information and not shill noises
Based on the leaked Legion traits (which have proven accurate thus far), Emperor's children rule allows them to simply declare they win iniative for a turn, once per game. If they are allies, rather than your main force, they just get to reroll initiative once per game.
Regarding alternate activation; from the 3rd July warcom article "10 Things You Need To Know About Warhammer: The Horus Heresy - Legions Imperialis "
Non-stop Action
The activation of Detachments alternates, meaning you move or fire a Detachment, then your opponent does, and so on. You’re always in the thick of battle, adjusting plans as you go to seize advantages that present themselves.
I've ordered the WD but waiting until next weekend to pick it up at the same time as my MTO Rogue Trader. Hope we can order this game soon too.....
Epic was built for campaing play if you ask me. grab a hex map and make each battle have meaning. reinforcements and retreat become options. Battle for the space port to get more resources on the strategy map. maybe have a hex as a tian factroy. if you can think of it you can make it happen. :)
Perfection. I'll definitely be looking into this.
@@blackbriargaming5483 the options are unlimited as you make up the ruiles for the strategy layer
No game or rule set is perfect. People will always disagree on certain aspects or mechanics. I personally can not wait until these are released. We used to play huge epic games on a 5’x9’ table. We are very excited to do this again. 😁
I'm really excited to play smaller points battles on bigger tables. Imagine your movement phase actually impacting the game's outcome!! The dream!!
'Scale' used to work in a 'Super Titans > Titans > Super Heavies > Tanks > Infantry' manner. Objective play was always very important in 2nd ed Space marine, but moral used to depend on the unit and army, varying from force to force.
My thoughts on what you observed (1) Awesome, objectives and manoeuvre were key to the epic games I loved. (2) Again, love it, the old epic I played saw detachments 'break' at around 50% casualties and this could really swing games (but equally the units could still fight but they were, risky). (3) Worries me, I like the idea of Legion special rules (but DO NOT want them to be huge advantages/disadvantages), and I like the idea of multi-Legion detachments (to an extent) but I don't want it to be gamed (always seeing this Legion + that Legion) and I don't want it to be a significant disadvantage to take a solitary faction force. (4) Seems cool, not issue here. (5) Meh, makes narrative sense but can also be a 'gamey'. (6) See my other comment (the Warhammer Community LI writer seems to confirm alternating activations). (7) Yes, yes, yes; warfare on an EPIC scale demands the scope for truly brutal clashes of arms and resulting casualties. (8) Hopefully, I want Flyers to be at least useful in all phases (though obviously balanced). (9) As with (8), want everything to be able to put in the hurt, obviously not to the ridiculous, but like the idea narratively and game-wise that large numbers of infantry can present a threat to tanks. (10) Again, within balanced limits, I love this, infantry in defended positions should be a nightmare to dislodge (but equally the game seems to present the equally cool option of simply obliterating the position altogether, cool and EPIC).
So based on your observations I (at least provisionally) like points (1), (2), (7), (8), (9) & (10).
I think that (6) is the alternating actions that I really, really hope for.
I'm neutral on points (4) & (5).
I'm only really uncertain on point (3).
If we can use multiple legions then I'm thinking it'd be cool to have a shattered legions army consisting of survivors from Istvan so Salamanders, Raven Guard, and Iron Hands with maybe a few loyalists from traitor legions thrown in there just to look cool
Very cool idea! And so much easier to achieve in this game than 30k.
Would be super cool
That is amazing, and if people are going to do mixed armies like this I hope they have similarly great lore reasons for doing so.
The different orders you give to each detachment are key. They also happen to use the titanicus order dice symbols which is neat.
The turn sequence has been released in an article in the past and it is the same as it was in the 90s:
1. Place orders face down beside units at the beginning of each turn.
2. Roll for Initiative.
3. Winner of initiative gets to move a single unit of his choosing which is either on Charge, Double Move or Advance orders.
4. Opponent gets to move a unit like described above and then the winner chooses a unit. Rinse and repeat.
5. Units who are on First Fire orders have the opportunity to shoot. Once a unit has shot the other player picks a unit of his own and does the same. Rinse and repeat. Units may even shoot at units who engaged them in melee and in that instance must shoot at them. In the 90s units who were on First Fire orders also had the option to switch to Advance orders in this turn segment but without the ability to move. The reason behind this was to wait for melee combat to take place and then shoot up the survivors as shooting into melee was not allowed.
6. Melee combat takes place.
7. Units who were on Advance orders may shoot now. Alternate activation takes place as described above.
8. Morale phase.
9. Check victory conditions.
Note:
There is also the Fall Back order (yellow icon). I don´t remember when units on this order move. It may be in the movement phase or morale phase (when they break the first time).
Emperor Children´s trait:
Having the luxury of moving all of your models first and then even have the ability to shoot all of your units first sounds very strong, if the EC army has been selected to do one task very well. For instance taking a lot of battle tanks or lots of land speeders & bikers to pin down opposing units on their way to objectives. A more varied force won´t benefit as much from it.
The perk of allies benefitting from this trait as well makes lore wise no sense as they haven´t trained together. And from a gaming perspective it is too strong. If this would be 40K the resulting shit storm from the community would force GW to release an errata but as a specialist game this will stay as it is.
Fingers crossed that's the general vibe! If so. The White Dwarf wording is a tad confusing.
in prev additions it was every one moves 1st opponent then ypu, then shooting ect
I house ruled alternating activation into my group’s 40k games, and it works with no issues, so I’ve no doubt it wouldn’t be an issue for you to do the same if this game doesn’t actually have alternating activation in it
How does that work ?
It’s pretty simple for the most part, you keep the same phase structure, command, movement, shooting, etc. but each player takes turns activating a unit each phase (or more than one unit as the game gets bigger).
This turns each phase into a game of predicting, reacting to, and trying to provoke actions from each other. A turn can take longer, but in my experience it’s not that bad once you get used to it
The main reason to use this style of activation is that it enables as much of the rules as possible to still work without having to change wordings on things, but naturally there are some exceptions…
Rapid Ingress (which allows an up to 6” move after deep strike in our house rules)
heroic intervention (which is changed to having the unit that performs the intervention count as charging)
And Counter Offensive (changed completely to allowing a unit to count as having charged for initiative and rules purposes)
We have also eventually implemented a second, follow up fight phase, performed after all previous fights and consolidation moves are performed, and starting as if no one had performed a charge.
This is to allow combat units to potentially get both their fights in that they’d get in the normal turn structure, and as a guard player it makes planning around my opponent’s fight phase a really interesting prospect
We do also make it so that the player’s swap who has initiative each turn, though getting initiative still matters cause you’ll have “activation priority” for more one more turn than your opponent
Better to grab a adeptus titanicus starter set as lomg as they are out there.
I am really looking forward to this. And i love the picture of an tank squadron that met a warhound that walks out of a ruin and get insta obliterated.
An article directly says it's alternate activations
Do the forces behave differently due to what legion they are??
They have minor rules for different chapters.
Yes each Legion will have a special rule to give them some differentiation.
not all units go first but in all phases you go first
I'm just keeping my fingers crossed that my Talons of the Emperor will be playable in the game 😁
zone mortalis in legion imperialis would be cool
Movement phase is igougo, shooting is alternating
the warhammer tv battle looked like alternet activations
And the article clears it up! Is it worth the watch!?! I might finally have to subscribe... 😒
they rush thourgh things oftne not explaing but i enjoyed it, pushed me from fence to deciding to get this, well that and that i have a mostly unassembled titanicus start box @@blackbriargaming5483
Seems good fun but woah the price of an army
I've got another video for you... :P
I personally prefer alternating turn. Might bring that into my 30k games
It's using the current rules for epic
I'm sure that the activation mechanic will work like the previous Epic. i.e. one side moves, then the other. Then in the three combat phases (First Fire, Charge and Advance), units alternate.
So I suspect the Emperor's Children Legion rule enables them to go first if they otherwise wouldn't and then to activate their _first_ unit in the combat phase(s).
I don't remember whether the previous edition of the game had movement alternating throughout the game or whether you determined who moved first each turn. But it sounds like in this version you will and that the EC have a way of ensuring that they can opt to move first.
With GW committing to JUST IMPERIAL SM LEGIONS.
The Xenos & I Guard miniatures of 2:42 Imperials line will be Discontinued?
IS THERE FUTURE FIR OG Epic players can Make?
Modify, Conversions, & Scratch build other Epic Armies from “Star wars,” “Mechwarrior,” & 8mm miniatures.
(Plus the 3D Printer Market)
How Solar Auxiliary can be discontinued if they even not released them
It's Horus Heresy, so no Xenos armies
If LI will be successful, GW may release epic 40k, they not confirm and not disproof it in they FAQ article, but I personally don't think it would happen, too many factions noq to reimplement them all
Localy, No one is going to get in to a game, where the basic buy in starts at 1000$ plus. This could have been a very popular game, but nit at the price.
The price has been disproven. Check out my most recent vid 😊
You sound exactly like another bigger you tuber, insufferable positive, love it absolutely love it, well people are here for information and not shill noises
Thanks for the feedback man, glad you're enjoying the videos :)
@thomasmann9727 Cheer up mate.
Shilltube