I am missing somethng because I am not getting this argument. All the token system does is allow a player with tokens to choose to activate an extra phase when they want to, by saying they are doing so and then spending an amount of tokens equal to the amount of command dice they are going to roll in the extra phase, limited by the normal command dice limits of their force type (i.e. 4,5 or 6). If the terminology is important, then these extra dice created by spending the tokens are rolled in a new extra phase (i.e. the exact same way of operating as the rules as written extra phases).Munin wrote: ↑Mon May 13, 2019 5:12 pm The difference is in how many times a unit can be activated before an opponent gets to take an action. I assume that you're not changing the "units may only be activated once in any given phase" rule, so by going to your system you are fundamentally changing how the game plays out on the tabletop.
I probably explained the idea badly. The normal course of play is not changed. You get your normal phase and roll your command dice as per normal. The change is what happends if you roll multiple sixes (or even a single six). In the rules-as-written multiple sixes give you an extra phase where you get to roll all your command dice again, which can lead to even more extra phases and so on. The token system says that every six you roll gets you a token. At the end of your normal phase you can then choose to spend some or all of these tokens by declaring you are going to take an extra phase , and then you take that extra phase. The extra phase is the same in both systems, just how it comes about is dfferent and how many dice you get to roll in it is diferent.Munin wrote: ↑Mon May 13, 2019 5:12 pm Also, at a certain point, rolling more Command Dice doesn't really help you - especially if you have good Senior Leader coverage. So collecting tokens may not actually be the kind of bonus you think it's going to be, as they are likely to be of limited use. This is doubly true if you need to decide to use them before you roll your Command Dice.
What this token idea does is reduce the power of the rules-a-written extra phases most of the time, because the player will be rolling less command dice in these phases. By that I mean that in the official rules every time you roll at least two sixes you get an extra phase with 5 command dice (presuming regular troops). What the token system does is say having this extra phase is a tactical decision you make (i.e. you get to choose to have an extra phase if you want to spend tokens to create it) and that the amount of dice you get to roll is determined by how many tokens you spend on this extra phase (governed by troop type limitation), which unless you have been saving them up and not taking extra phases, is going to be less than five dice e.g. the first time two sixes are rolled the user will get two tokens, and if they activated the extra phase they could have a maximum of two command dice (as they would have only two tokens to spend). So for a player to have a full five command dice extra phase, they would have needed to save them up by not taking extra phases earlier which they could have done i they had wished to. So the system does not stop the player being able to do what they do in the normal rules, just slows down how quickly they can get a five dice for it, as well as putting the tactical choice of when to take an extra phase into the hands of the player, rather than at the whim of the dice.
I hope that explanation i gave above has helped clear up the misunderstanding about what the proposal actually does to the turn structure and so alievates that problem you saw in it. Really the token system nerfs how good a normal extra phae is when you roll a double six, but allows you to hold off having the extra phase and wait until you have rolled more of them, so that when you do activate you have more tokens to send to get the command dice up.Munin wrote: ↑Mon May 13, 2019 5:12 pmBut to me, the single activation per phase limitation is what completely leaves your proposed idea dead-on-arrival. You really are explicitly turning the game into IGOUGO, and that's something that the multiple phase mechanic in the rules as written is itself explicitly designed to break (along with overwatch, interrupts, and ambushes). I'm OK with making multiple successive phases increasingly harder to achieve, but I think your token proposal completely breaks the spirit behind the game.
I am not trying to argue that the token system is a perfect solution, but it occured to me while typing a response to a previous post, and thought I might as well put it down to see what others thought.
One extra change I would add to it is that to activate an extra phase you need to spend at least two tokens.
So the Token system would work as follows:
1. Every six you roll on a command dice gets you a token.
2. When you have two or more tokens, you can declare you are taking an extra phase after your regular phase is over.
3. In this extra phase you roll as many command dice as you spend tokens to roll, with a minimum of two and a maximum of your normal maximum command dice.
4. If you spend the maximum tokens possible for this extra phase (five for regular troops) and have tokens left over after this, you could take yet another extra phase, using the same rules as above (i.e. the system still allows multiple extra phases as per normal, prsuming the player has collected enough tokens).
5. Any sixes rolled in an extra phase do not earn you tokens (?).
6. If you roll three or more sixes the turn will end, and if you choose to take an extra phase it would occur at the beginning of the new turn.