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Poll April 12th - SAGA Tourament Rules Option
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April 12th - SAGA Tourament Rules Option
OptionResults
YES. I want to see this rule used in the tournament.8 Votes - [72.73%]
NO. I do not want to see this rule used in the tournament.3 Votes - [27.27%]

patack
Posted 2014-03-28 6:37 AM (#11082)
Subject: April 12th - SAGA Tourament Rules Option


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Posts: 329
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Location: Round Rock
Up for a vote.
In several of the major tournaments, there is a rule in use that allows the following :

If you are NOT the first player to activate in a scenario, you can roll HALF your starting SAGA dice and place them on your abilities section. You can not place them on abilities allowing you to roll additional dice. Before your turn, you can remove the dice if unused, or leave them on the board, reducing your roll as per the rules pertaining to SAGA dice.

This rule essentially allows a player to have a slight defensive ability to begin the game (reaction abilities and defensive abilities are the ones that would help your warband the most).

Captain Obvious says : "Please only vote once, please only vote for one option, and please only vote if you intend to play in the tournament." Other than that, all comments welcome!
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Charles Stampley
Posted 2014-03-28 2:51 PM (#11085 - in reply to #11082)
Subject: Re: April 12th - SAGA Tourament Rules Option



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Where is the question on whether or not I want to punch Pete in the baby maker?
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RazorMind
Posted 2014-03-28 8:33 PM (#11088 - in reply to #11085)
Subject: Re: April 12th - SAGA Tourament Rules Option



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Ivan DBA
Posted 2014-03-29 9:20 AM (#11089 - in reply to #11082)
Subject: Re: April 12th - SAGA Tourament Rules Option



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Posts: 55
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Good idea to put this up for a vote.
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RazorMind
Posted 2014-03-29 9:23 AM (#11090 - in reply to #11089)
Subject: Re: April 12th - SAGA Tourament Rules Option



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My two cents, I just do not see any game changing abilities that require this change. Consider that you typically are not starting out very close to each other at all (except warlord challenge) and most if any of the powers the first player could use would be mvt based. I have not found it to affect my game at all, and many times I have won going second against various lists.
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bettythebear
Posted 2014-03-29 2:17 PM (#11091 - in reply to #11090)
Subject: Re: April 12th - SAGA Tourament Rules Option


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It can help against things like weak little Irishmen throwing javelins on the first turn. It helped Pete in a melee I rushed into on the first turn a few nights ago.
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patack
Posted 2014-03-29 4:08 PM (#11092 - in reply to #11082)
Subject: Re: April 12th - SAGA Tourament Rules Option


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I think it is VERY easy to get in hand to hand combat on the first turn of any scenario. And if you are using cavalry - it is even easier. If you avoid thinking in terms of moving your entire warband, you can activate a unit multiple times, taking fatigue of course, and rapidly get a unit, with abilities, into a battle, considering you'll have six dice to do it. And if you are talking about a unit of beserkers or cavalry the results can be pretty devastating. I think the reason this rule came into being was that players / warbands were losing entire units, hence losing SAGA dice, before they even had a chance to roll dice or put dice on their boards.
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patack
Posted 2014-03-29 4:10 PM (#11093 - in reply to #11082)
Subject: Re: April 12th - SAGA Tourament Rules Option


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Posts: 329
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Location: Round Rock
And since Charles is now not going to make an appearance, I'm going to disqualify his "No" vote as per the voting rules of 'you gotta be playing to vote', so the YES votes are ahead 6-2. muwhahahaha
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RazorMind
Posted 2014-03-29 6:30 PM (#11094 - in reply to #11093)
Subject: Re: April 12th - SAGA Tourament Rules Option



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MattK
Posted 2014-03-31 5:23 AM (#11098 - in reply to #11094)
Subject: Re: April 12th - SAGA Tourament Rules Option



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I voted yes, and think it a rule worthy to try. At most, you get a few dice to discourage first turn shenanigans. At the least you have a couple or 3 dice doing nothing while you opponent moves up.

Just having the dice there will make the former rarely happen, and we may even see that 2nd turn players get a percieved advantage, but it's an idea worth a try.
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Jason_Olson
Posted 2014-06-09 6:46 AM (#11644 - in reply to #11082)
Subject: Re: April 12th - SAGA Tourament Rules Option


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Haven't actually played a game yet but I plan on having my Normans ready for July. It seems obvious to me that a cavalry army could easily get into melee and crush a unit on the first round. Giving the player who goes 2nd a couple of dice to start seems like a good way to prevent cheese.
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benoflamancha
Posted 2015-03-01 8:30 AM (#13950 - in reply to #11644)
Subject: Re: April 12th - SAGA Tourament Rules Option


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One of my favorite things about having a Norman force is that I can use the models for so many other things. You can field them using a Frankish or Crusader battle-board too, which allows for a nice change of pace, lets you mix things up a little bit.
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