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An activation structure allows the player to only focus on one unit's set of rules and abilities at a time. and having to maintain all of these in your mind simultaneously. There's a certain amount of cognitive load in some games that can come from having a number of units each with different abilities, styles of play, objectives, etc. I have found with some kinds of wargames (particularly ones where each unit plays very differently) activation structure can help people compartmentalise their play. I’ve remember reading once that activation systems favour the skilled player more as they allow for more opportunities for ‘reaction’, ie reacting as to what happens in the turn, and also that ‘phased’ turns are a bit easier for people to learn, but I don’t know how true this is.Īnyway I’ve been thinking about this because of a discussion in a recent post I made, and I would be very interested to hear what people think are the main differences, if there are any. In WFB each player has the magic phase, then the movement phase, then the shooting phase, then the CC phase, where as in Warmmachine /hordes when you activate each unit you do it’s COMPLETE activation in one go. This is a question about war games that structure each players turn either round entirely activating individual units, or phasing the turn round movement, then shooting, then combat etc.Īs an example, it would be comparing Warhammer Fantasy Battle vs Warmachine / Hordes.
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Ok so first thing is this is NOT a question about ‘Alternate Activation’ in war games.
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