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!!H18f8ARMmkX 11/09/09(Mon)22:20 No.6640423Each army is formed by an amount of points, that are spent on units with different BASE cost.
BASE refers to 1/2 inch, models have a cost according to how big they are, and this BASE also dictates how much total power they have to be spread around the unit's design.
Units also have FLEX. Flex is a whole point measurement that is applied for having a detailed, well built model. In theory, FLEX does not add to a unit's power directly, but rather enables additional attacks or powers. A well-made unit can be more complex than an easy model, but they should have similar total strength.
Finally there is ACT, the turn/scale system that we came up with... ACT is the speed your army can move... Essentially both players can spend points on ACT, and the lower act total gets 1 move per turn. The other player gets a matching ratio of whole moves, and if there is a decimal, then one ACT counter per turn, and when they have enough ACT counters, they get another move.
i.e. one player has 3 ACT, the other player 10.
ACT3 becomes 1 move per turn. ACT10 gets 3.3 moves a turn, so the players agree that the ACT10 player gets 3 moves a turn, plus an ACT counter. Every time he gets 3 ACT counters, he gets a 4th move that turn.
Those are the general framework rules we have so far. Moving on to specifics |