As I mentioned before, we are playing a self-made tabletop game in our wargaming group and precisely this rule was discussed one year ago.
- Not all units get activated in a turn (this can be quite frustrating!)
- It is not possible to plan a strategy (this can be more frustrating!)
New rule: The active player can try to activate a unit. He makes his turn until he will miss the activation probe. The second player gets his chance now. And so on. Main changement: A unit that could not be activated at first try, can be activated later. The unit is not lost in this turn. If one player used all of his troops the other player can act freely till the end of the turn.
- All units get used in one turn
- You can plan a longer strategic proceeding but sometimes you have to react on things your opponent is doing.
Maybe even better: Both players roll a dice (1D10 or 1D12). The result is the sum of the roll and their initiative value (INI). The more points one player is above the result of his opponent the more units he can use till the next initiative probe is needed.
Player A with INI=5 rolls his dice and the outcome is 9. Result: 14.
Player B with INI=3 rolls his dice and the outcome is 5. Result: 8.
Player A can act with 6 (14-8=6) of his units until the next initiative probe decides who will act next.
Hm, just thinking aloud *gg*
What do YOU mean?
In my imagination it could be worth to try this variation out.