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View Poll Results: Does Using X as a Fourth Order Marker Upset Balance?
No 18 62.07%
Yes 3 10.34%
A little 8 27.59%
Voters: 29. You may not vote on this poll

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  #1  
Old July 7th, 2006, 12:17 PM
Marsman Marsman is offline
 
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Does the Use of a Fourth Order Marker Upset Balance?

With large armies movement and activation come into play big time. Some people use X as a fourth order marker when playing 650+ point armies. Does it affect play balance in ways such as upsetting melee vs range balance, or give too much power to specific units?

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  #2  
Old July 7th, 2006, 12:26 PM
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I've never had that problem. We've gotten to the point where X is equivilent to a 4th marker no matter what. I don't think we've come across an instance where it made any difference.


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  #3  
Old July 7th, 2006, 12:35 PM
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jdtenor knows what's in an order marker jdtenor knows what's in an order marker
I never been crazy about using "X" as 4th because it takes away the surprise factor of not knowing where one of the moves are but I did like GaryLASQ house rule of using "X" as a wild marker works good in case one of your moves gets killed or for change in strategy especially when being attacked from two fronts, I implamented it into my house rule & everybody loves it & it makes the surprise factor a little better, but it does take away on initiative because you can place your "X" on a caracter that might not survive getting attacked 1st, & if you go 1st or survive you use your "X"

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Old July 7th, 2006, 01:16 PM
reapersaurus reapersaurus is offline
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As I'm seeing it this morning, it really doesn't do ANYTHING except remove the strategic decoy X Marker, and hurt units that have a onec-per-round ability (at this time, only Alistair MacDirk that I know of - and my Grammaton Cleric )

Otherwise, there's no difference between getting 4 turns in a round, or 3 turns, if both opponents get it equally.

The only other impact it would have would be when the scenario uses Rounds as a timer (which isn;t usually the case when big armies are waging war - I'd think it's usually Kill Em All).

I mean it's not like you're getting "more turns!" since the game is simply one person takes a turn, then the other.
There'd be no difference if people had 6 turns per round - only less initiative rolls getting between the turns.
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Old July 7th, 2006, 02:08 PM
Marsman Marsman is offline
 
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What I mean is that you can stack more order markers a card without really hurting your other capability; and melee frequently can rush ranged, thereby almost eliminating a ranged figure's advantage.

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Old July 7th, 2006, 03:06 PM
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The only place it comes into play is in the OVEREXTEND ATTACK. This rule states that it can only be used once per round. Making the rounds have more turns will hurt this ability slightly, but statistically would have no impact on the rest of the game.

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Old July 7th, 2006, 03:18 PM
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Quote:
Originally Posted by Marsman
What I mean is that you can stack more order markers a card without really hurting your other capability; and melee frequently can rush ranged, thereby almost eliminating a ranged figure's advantage.
How does it affect ranged/melee balnce in any way?

They can currently rush ranged just as well. Stack 3 Order MArkers to represent the "rush".
Of course, the ranged unit can just as easily stack all 3 Order Markers on it.

In fact, the only REALLY way for a melee unit to "rush" a ranged unit is IN-BETWEEN rounds, by going last in Turn 3 and first in Turn 1 after winning inititive.

So while it may seem counterintuitive, it seems clear to me that using the X Marker as a 4th turn actually DECREASES the chances that melee will have to rush ranged, thereby making ranged a bit stronger.
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  #8  
Old July 7th, 2006, 03:31 PM
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My group really enjoys using the X-Marker as a wildcard as described above. It adds some extra flexibility to activation of units without breaking the delicate balance of the order markers.

Newb.
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  #9  
Old July 7th, 2006, 03:37 PM
reapersaurus reapersaurus is offline
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well, actually, it takes away flexibility, since there is now more time in between rounds (and inititive rolls).

Further, it removes the strategic component of the decoy marker.

I'm curious - what advantage do people think there is in using the X Marker?

More turns? Cause that doesn;t work - it just re-arranges how often you roll for initiative - everybody gets just as many turns, as long as the Rounds aren't tracked for some scenario purpose.
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Old July 7th, 2006, 03:40 PM
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There is still only three active turns in a round the way we play. The x-marker can be used to replace a 1,2 or 3 marker. The x-marker still functions as a decoy but seconds as a wildcard. Adding an extra turn can and will change the dynamics of the game. Not that I would be opposed to trying it out as long as everyone at the table agrees on the change.

Newb.
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  #11  
Old July 7th, 2006, 03:45 PM
reapersaurus reapersaurus is offline
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Ah - WILDCARD - I get it now.

Yes, that would add flexibility, and still provide a decoy. Make the tough decisions less agonizing, but you're right.
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  #12  
Old July 7th, 2006, 05:34 PM
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It would change lava field damage rolling by making it happen less often...
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