Author Topic: Initiative rules  (Read 1918 times)

pfarland

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Initiative rules
« on: 28 September 2019, 13:04:59 »
I forget which options are needed to give the player control of which units move when and fire when allowing spotting without initiative interfering.
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Legius

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Re: Initiative rules
« Reply #1 on: 28 September 2019, 14:59:16 »
I forget which options are needed to give the player control of which units move when and fire when allowing spotting without initiative interfering.

Make sure individual initiative is off.

At least I think that is what you are asking for. I'm tired and that sentence was a bit hard to parse.

Schugger

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Re: Initiative rules
« Reply #2 on: 30 September 2019, 06:25:48 »
Yep, what Legius said: If you want to be flexible with the spotting for indirect fire make sure you have the box for individual initiative unchecked.
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pfarland

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Re: Initiative rules
« Reply #3 on: 01 October 2019, 23:32:46 »
Thanks guys!
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ThePW

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Re: Initiative rules
« Reply #4 on: 19 February 2023, 21:02:59 »
Necrothreading!!!!!!!!!!!!!!!!!!!!!

Two questions...

1) When you are in the lobby, and you click on "Configure..." on a player or Bot, the every top item you can adjust is initiative, by a positive or negative number. I just want to be sure that i am doing this correctly. If I input a positive (2) on that player or bot with have advantage(tm) or disadvantage(tm) on their initiative roles (i.e., they should be moving more units after the majority of other moves have been made, as if they had an advantage bonus to initiative rolls [example 25th Division vs multiple SHDL commands, JS:TBD Pg 141])

2) How exactly does the Tactics Skill affect game play (from both team initiative and individual actions during each phase of the round)?

Factoids: 0:48.0, Basic options: Team initiative checked
« Last Edit: 19 February 2023, 21:04:44 by ThePW »
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Lanceman

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Re: Initiative rules
« Reply #5 on: 05 March 2023, 19:32:09 »
Necrothreading!!!!!!!!!!!!!!!!!!!!!

Two questions...

1) When you are in the lobby, and you click on "Configure..." on a player or Bot, the every top item you can adjust is initiative, by a positive or negative number. I just want to be sure that i am doing this correctly. If I input a positive (2) on that player or bot with have advantage(tm) or disadvantage(tm) on their initiative roles (i.e., they should be moving more units after the majority of other moves have been made, as if they had an advantage bonus to initiative rolls [example 25th Division vs multiple SHDL commands, JS:TBD Pg 141])

2) How exactly does the Tactics Skill affect game play (from both team initiative and individual actions during each phase of the round)?

Factoids: 0:48.0, Basic options: Team initiative checked

Both 1 and 2 give bonuses to the initiative roll. So if you set the bot's option to 2, it will roll 2D6+2 for initiative every turn. Which means it can still lose initiative on any given turn. If you want one side or the other to always win initiative, set it to a suitably large number.

The Tactics skill is related to MekHQ and Against the Bot, and connects to the Commander Initiative unofficial option in MegaMek.  Using these options together, the Tactics skill becomes the unit's bonus, and the highest bonus on a team becomes that team's overall initiative bonus. From there it works like above. It doesn't effect individual actions within a phase, as the order a unit is used is determined by that unit's owner (unless using the unofficial individual initiative rules, which would mess with everything else here too).
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