15 Mar 2015
I had a random thought today, and thought I would put it before you guys to see what you thought.
First turn advantage is just what it sounds like. In chess, white has a slightly higher win rate than black. Games like Magic or Hearthstone give a small advantage to the second player to try to balance this out (first player doesn't draw a card first turn in Magic, and the second player gets the coin card in Hearthstone).
Warhammer's only first turn advantage mitigator is that units with vanguard can't charge on the very first turn. However, for a lot of armies, this doesn't matter in the slightest. First turn magic and shooting cause a lot of damage, and the only defense the second player gets is their position on deployment and whatever natural defense they have.
My thought is this: magic phase goes to the alternate player each turn. First player gets a chance to move all of their units, the second player gets their magic phase (which lets them get up defenses such as trollguts, or try to limit the number of incoming shots), then the first player completes the remainder of their turn (shooting, close combat, etc).
The advantage is that magic is one of the most game changing phases of each turn. The non-casting player gets to move around and dictate what units will be in range of what spells, and still dictates movement, shooting, and combat. The casting player is no longer completely defenseless on the first turn, and has a chance to defend themselves and weaken the opponent a bit before combat starts.
The disadvantage is that you can no longer control whether you are going to be attacking with a strong unit or not. As the game currently stands, if the enemy casts withering on you, you can try to keep that unit out of combat (or at least not charge in afterward). You now have to preemptively cast your buffs, and they can try to hex you after they see what you have charged.
What do you guys think? Would this help mitigate the first turn advantage equally across all armies, or would it change the game too much and cause a different type of imbalance?
First turn advantage is just what it sounds like. In chess, white has a slightly higher win rate than black. Games like Magic or Hearthstone give a small advantage to the second player to try to balance this out (first player doesn't draw a card first turn in Magic, and the second player gets the coin card in Hearthstone).
Warhammer's only first turn advantage mitigator is that units with vanguard can't charge on the very first turn. However, for a lot of armies, this doesn't matter in the slightest. First turn magic and shooting cause a lot of damage, and the only defense the second player gets is their position on deployment and whatever natural defense they have.
My thought is this: magic phase goes to the alternate player each turn. First player gets a chance to move all of their units, the second player gets their magic phase (which lets them get up defenses such as trollguts, or try to limit the number of incoming shots), then the first player completes the remainder of their turn (shooting, close combat, etc).
The advantage is that magic is one of the most game changing phases of each turn. The non-casting player gets to move around and dictate what units will be in range of what spells, and still dictates movement, shooting, and combat. The casting player is no longer completely defenseless on the first turn, and has a chance to defend themselves and weaken the opponent a bit before combat starts.
The disadvantage is that you can no longer control whether you are going to be attacking with a strong unit or not. As the game currently stands, if the enemy casts withering on you, you can try to keep that unit out of combat (or at least not charge in afterward). You now have to preemptively cast your buffs, and they can try to hex you after they see what you have charged.
What do you guys think? Would this help mitigate the first turn advantage equally across all armies, or would it change the game too much and cause a different type of imbalance?
) before the game really gets rolling. However, if your opponent gets his magic phase first, then he can clear your chaff, or buff/debuff as need be.