« Reply #3 on: February 27, 2018, 01:38:54 pm »
A solid overview.
I was never very fond of how their activation phase worked. Alternate activation is fine as a mechanic, but it meant fleets seemed to act in a disjointed way as individual actors as opposed ot operating together as a fleet. I really do not have a better solution thought as I-GO-U-GO allows fleet actions together, but has its own drawbacks. Many of the same drawbacks are also found in Alternating Phase activation systems as well. Perhaps a "Push Your Luck" system would be best?
How about:
1st of your activation is automatic, second activation to immediately follow requires a roll, the third slightly harder to achieve, then so on and so forth. Failure means activation passes to the other player. When it is your activation again, you must start with the squadron that last failed to activate.
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Firestorm: Aquan, Directorate, Retholza, Hawker (FsA)/ Terran (FsPf), RSN (FsA)/ Dindrenzi (FsPf)
DW: EotBS, FSA, PLC.
Warmaster: Kislev, Khemri, Dwarves,
BFG: Pacification Fleet (IN), Tau Expeditionary (SG), Battlefleet (Chaos), Kher-Ys Corsairs, Crusade Fleet (IN),
LotR: Khand, Gondor, Mordor