Peter Manning - Nov 20, 2010 1:47 pm (6094.) new Alternate Activation Rules re-drafted 1. Leaders are activated according to initiative with each player alternating leader activation unless only one side has leaders at that initiative level. Activation progresses from lowest initiative rated leaders to highest rated leaders. Each leader activates a formation as indicated in the scenario rules. If leaders tie for initiative at the start of the turn then roll a dice and add the OC initiative rating. The highest score gets the choice to go first or second. Auxiliary formations without leaders have an initiative rating of zero. Such units therefore go first in a turn unless another formation moves first due to an elite order being given. 2. Elite leaders go first and get a free activation at the start of each turn as long as they roll within their initiative rating. The OC or the formation activated within OC range is not finished in this case. A formation activated in this way can only receive one momentum chit play that turn. If you need a reminder put a one casualty chit marker under the leader – but remember to remove it at the end of the turn. 3. To steal leaders roll initiative as normal and if in range get to go or if fail are finished. Such steals can be from friendly or enemy leaders. Each leader can steal once per turn. To attempt a steal a leader must have an initiative rating the same as or higher than the leader whose activation is being stolen. Any leader whose move is stolen is able to go later in the turn but cannot use momentum. Place a no momentum marker on the leader, or if an Auxiliary formation place the no momentum marker on the Auxiliary formation markers activation chit. 4. Armies with OC's of initiative level of 6 or more get three momentum chits to use each turn. Armies with OC initiative of 4 or 5 get 2 momentum chits and Armies with OC's with initiative of 3 or less get one momentum chit (N.B. Armies with better command get a double advantage as not only do they get more momentum markers but due to the roll against initiative those leaders are more likely to make successful use of momentum. Also the effect of limiting momentum through the chits speeds up play as against the rather more open ended possibilities of the standard GBH trumping rules). 5. Momentum chits can be played at any time to extend the activation of a formation that has just gone. No formation can receive more than 2 momentum chits in a turn. Play the chit and put it aside for next turn. There is no requirement to be within the range of the OC although to use the chit you must roll successfully against the initiative rating of the commanding leader of the formation. If the activating leader for the formation is in range of an unfinished OC use as a favorable negative dice roll modifier the number of unused momentum chits on that side. The first time Auxiliary formations extend their go through momentum a momentum chit is not used up (skirmish type formations are assumed to be more active), but if successful in extending momentum a second time a momentum chit would be used. Auxiliary formations roll against the OC’s initiative without applying any modifiers regardless of range from the OC (N.B. it is assumed the general initiative and drive of the OC influences how committed his auxiliary troops are throughout the battle). 6. A momentum can be stopped and a non-active enemy formation and its leader activated instead as long as a non finished leader has the same or greater initiative and successfully rolls against his own initiative. If successful the momentum marker is put aside for next turn and the formation it was to be used on does not go, turn the leader whose turn was being extended on to his finished side. If the attempt to stop momentum fails place the non-active leader on his finished side. 7. At the beginning of each turn place an auxiliary activation chit by the auxiliary formation and once its activation is finished place it aside for placement by the formation at the beginning of the next turn. 8. Ignore all Multiple Formation activation rules in SGBH. If a leader has more than one designated formation in his command box in the SGBH scenario which is separated by a dotted line then all the formations are activated but one is in command while the other is out of command. During any further momentum generated activation which formation is in command or out of command can be changed. 9. Change/addition to formation out of command rules: Subordinate leaders roll against the strategy rating of the OC if out of OC command range to be able to use SGBOH Lines or else only units within their command radius are In Command. Out of command units only receive half their movement allowance rounded down, but can always move at least one hex as long as it is not through/into impassible terrain. The reduction in movement allowance for out of command units does not apply to auxiliary/skirmish formations or formations/tribes that have ferocity. The number of lines a commander can activate is indicated on the leader counter (N.B. for most leaders this will be 1). Peter Manning - Nov 20, 2010 1:56 pm (6095.) new Alternate activation rules The above is an amendment trying to incorporate many of the suggestions that we have discussed. I hope that I have caught them all. One major change that I 'caught' was changing the line command check to roll against OC strategy rating rather than initiative of the activating leader - it seems to make sense to follow the main game rules on this. Another inclusion with regard to the line commands was allowing leaders line command ability to be influenced by the line commands designation on their counter, i.e. some leaders can activate more than one SGBH line.