Feast of Blades '13

Wednesday, December 29, 2010

Game Turns Vs. Player Turns: Come on 40k Radio Get it Right :)

Hey All, Kevin here gain and today I would like to talk about something I still see people getting wrong which is the difference between a game turn and a player turn. I know I have already discussed this topic back when the newer rulebook FAQ came out but I still hear about this quite a bit. Most recently was the last 40k Radio Podcast when they discussed the FAQ they pretty much got it flat out wrong. I actually had to stop listening to the show. Most people still don’t understand that any mention of a turn in the rulebook is not a full turn as people consider it but only one individuals half of a turn aka the player turn. A turn involving both players is only ever specifically called a game turn. For some reason people are getting this still wrong and it does matter a lot since a lot of rules revolve around this little error some of us make. Even I didn’t understand this point until a few months ago when I was corrected at a tournament involving someone using Null Zone. Here is the quote from the rulebook.

“In a complete game turn, both players get a player turn,
each one divided into Movement, Shooting and Assault
phases (see Turn Sequence, below). Exactly what is going
to happen in each phase is described in the following
sections of this book…..Hence one game turn will comprise two player turns.
Whenever a rule uses the word 'turn', both in this rule
book and in the Codexes, it means 'player turn',
otherwise it will clearly state 'game turn'.
So, for example, in game turn 1 a player will take his
player turn 1 and go through his Movement, Shooting
and Assault phases. Then the other player will take his
player turn 1 and go through his Movement, Shooting
and Assault phases, thus ending game turn 1. Game
turn 2 will then follow. Which player gets the first turn of the game can be
determined in a number of different ways. Normally,
both players roll a D6 and the player with the highest
score deploys his army first and then takes the first
player turn. The mission you are fighting will specify
exactly how this works. Fighting a variety of different
missions is covered in more detail in the Organising a
Battle section, on page 90.” Pg. 9, Warhammer 40,000 5th Edition Rulebook by Alesio Calvitore, All rights reserved to Games Workshop

This is in the beginning of the rulebook and people are still getting this wrong. For instance null zone only works in your moving, shooting, and assault phase but not in your opponents. This can be game changing. The main thing about this that gets me kicking is someone telling me that since my Raider moved Flat out and they shoot it down with a krak missile everyone inside is automatically dead, Faux pas!
Excuse my French, haha, I think this argument is getting old. It is a simple matter of use of term. Really the bottoms and top of what we call turns is actually individually a turn. Not both players phases. Yes I myself did make this mistake before but please do not tell me your krak missile kills all of my Wyches just because I moved flat out and get mad when I tell you your wrong. It’s a fun game guys but we all need to play the rules as written. In the example of my Raider I would only ever have to worry about everyone dying if I for say would fail Dangerous Terrain or get hit by my own ordinance but these, as well as other rare encounters, will not happen that often. So look around your codices and rulebooks and find out these instances because some simple things like null zone get messed up in the process and go unnoticed. Look around and keep a vigilant eye because almost always its not someone cheating but really is just a mistake, ignorance is not arrogance and is ok. Thanks all, more on this later….

So have anyone found any other petty mistakes people make by not reading the rules carefully enough about turns? If so please put them in the comments. =)

1 comment:

  1. I've got one; using 'turn' for too many things instead of a clear and distinct term like 'round' that doesn't require rules authors to remember which descriptors to use...

    Oh, you mean player errors? None that I can think of.