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Saturday, 23 April 2016

SAC! - Commanding forces - The Turn Order

Where large scale battles tend to favour 'You-Go-Me-Go' systems - where one player completes all of their sides actions, then the next player - skirmish games work best with a more fluid system of activation.

In SAC! I wanted to create a system that added a random element to who moves and when, but also allowed a player to plan ahead, to strategize, and to seize opportunities as were presented.

Players forces have a total 'leadership' value, which is the sum of the Hero's leadership as well as that of any supporting Companions. This total is the number of d6 a player rolls to see when his models can activate in a turn. Each number on the d6 represents the phase 1 through 6, and duplicate or multiple rolls of the same number allow multiple orders to resolve in that phase.

In the example below, from a recent play-test, the Red player has rolled 1, 3, 5, 5, and the White player 2, 2, 3, 6. The Red player has activated a unit of Spearmen in Phase 1, using the red die with the corresponding '1' roll.

The rest of the turn will play out with White taking two action (the White d6's 2 and 2), before Red takes an action in Phase 3 (the Red 3), then White. After that Red will get two actions in Phase 5, before the final action of the turn will go to White (with the roll of 6).

This generates a dramatic and dynamic turn. Red seizes the initiative, while knowing that White can immediately counter with two units. The middle phase - 3 - sees both players activating, while Red knows he can muster two units for effect in turn 5, with White having the last say this turn in phase 6.

The importance of multiple activation's is shown in the photo below.

The Red player has managed to roll two '4's. This allows them to move two units at the same time. In this example they use one order to move the left unit of spear in to combat, while moving the right unit also in to combat.

By pinning both units at the same time Red makes sure that White cant counter charge, or hit the flank of one unit if it charged alone.

That's how the Turn Order works in SAC!

Thanks for reading.

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