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How many people really love playing with seize the initative?
Somehow...I dont like that one dice roll can off set the entire game basically.
And thats not just after having it happen to me...its after seeing the kind of people that rely on that roll to hoplefully win them the game if they dont get to go first and choose their side.
When my opponent ask me if I want to steal the inititive...I just smile and say..."No thanks."
I love the rule.
I rarely do seize the initiative because I tend to being better off going second with my army and play style. But there are situations where it is really useful. I have tried about five times (and succeeded twice, which is rather lucky). The point is that it takes the certainty out of going first, and this is rather important for my gaming group and me. If you can deploy your army, your infiltrators, and make your scout moves all in the certainty of going first, you can play very carelessly without risk. We like the risk (even though it is only small) that enforces players deploying wisely, keeping in mind that small chance of your opponent seizing the initiative and taking you apart if you are too careless.
I think it adds tactical depth to the game, thus I like it very much.
I have chose the last option, as I am not keen on it but I am not disturbed if my opponent is. (Also iirresistable...)
I think it is a fair addition to the game as gives a chance to go first after a bad roll.
And Red said it well (again), it gives excitment after You decided to go first.
Altough I am a bit dissapointed how it played:
"Do You want to seize the initiative?"
It should be really played off, like, before the first one grab a model but everything is on the table, just if You have a chance, quickly shout an`roll: "I`ll seize the initiative!"
I do and i don't. In objective games it's IMHO better to go second, and i'll rarely try to sieze it (unless there's a good reason)
in kill points, always (unless i'm doing something REALLY sneaky, like deploying all my stuff off the table.
It really depends on the game - some deployments / misions scream for it, some don't. I bear it in mind a bit when deploying, but it can still surprise me.
Besides, I stopped counting after 26 unsuccessfull attempts to sieze it, and have done it - what, twice total?
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How Did This Get Here I Am Not Good With Computer
Indeed with the 5th edition rules for how to set up a standard game I have to say that games would be more dull without it. Certainty in deployment is something that was never had in 4th edition rules and indeed certainty in deployment means that many changes would be needed to the game system(like Planetstrike). StI adds that random factor which gives a game flavor and balanced.
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Seize the Initiative is a great addition to the game. Nothing is certain in war, so why should you be able to deploy knowing 100% that you are going to be attacking first? It helps mitigate one of the major problems with turn-based gaming – that the player who goes first usually has a big advantage.
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It sh*ts the pants off me when I lose the first turn with my Shrike army and my 400 point assault unit is sitting out in the open waiting to be charged.
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If only for psychological reasons I would try to 'Seize the Initiative' every time but honestly, its not unreasonable to think that your opponent, who thinks he or she is going first and deployed accordingly, would be totally thrown off losing the gift of initiative.
There goes most of their first turns battle plans, there goes their push for the games direction as now they are forced to react rather than act, and lastly there goes part of their patience as they wait that longer unexpectedly.
Their 'gift' then becomes the last turn in exchange for the first so they have to endure the entire game half a turn behind so to speak. This may suit some tougher and slower armies well enough but some armies like Dark Eldar I don't think that it would sit well with at all.
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