(06-17-2012, 03:35 PM)broadsword Wrote: Good topic.
It does seem -- at first glance -- a weakness of the PG system that a unit activates just as easily to move and fight on Turn 1 as it would after hours of combat on Turn 31.
But somehow I think adding that layer of activation "friction" could make the game agonizingly slow and throw off the whole system. Not sure. It seems like the existing limits on activation and types of activation put just enough brakes on being able to move any unit anywhere, so that we end up with simple mechanics and reasonable results.
I devised a house rule system for activation that uses leaders' morale ratings to set up their starting/maximum level of "action points" for the battle:
A fascinating idea that deserves its own thread!
Am I correct in assuming that a leader failing to activate doesn't end my activation? I can try another leader? Or potentially retry the first one at high AP cost?