KH- Initiative

umungus's picture
umungus
June 10, 2008 - 9:51am
I was reading the KH rules. Trying to re learn it so I can play with my son. It has been a long time.
It mentions side A and side B. How do you decide which is side A and B? And who gets initiative?
Maybe I'm missing it in the rules.
Thanks for the help.

At least I got to scare an alien rabbit thingy......

Comments:

TerlObar's picture
TerlObar
June 10, 2008 - 10:23am
If you are playing a scenario from the game, it usually tells you who is side A and who is side B.  (Usually calling them the attackers and saying they have the first move.)  Otherwise, if you are creating your own scenario, you get to pick.    KH doesn't really have initiative other than side A gets to move and use their MPO weapons first (although side B gets the first shot with defensive fire).
Ad Astra Per Ardua!
My blog - Expanding Frontier
Webmaster - The Star Frontiers Network & this site
Founding Editor - The Frontier Explorer Magazine
Managing Editor - The Star Frontiersman Magazine

Imperial Lord's picture
Imperial Lord
June 10, 2008 - 10:44am
The "attacker" always has the initiative.  He is on Side A.

The "defender" does not.  He has to set up his ships, facings, and speeds first.

Then the attacker sets up his ships, facings and speeds.

In SW2, the attacker is defined as a side in a star burst (system) that says it will attack enemy ships in that system.  First the Sathar have that option, then, if they refuse to attack, the UPF may do so.

There is no combat in the blue boxes, because those measure acceleration/deceleration, not actual location. 

You might want to look at the way Larry and I and others changed the defensive fire rules and such.  I think our house rules make the KH game much more realistic, and fair.  They slow the game down just a tiny bit, but they are well worth it.

If you are just drawing up a scenario, you should assign attacker and defender designations to each side.  Or, if you really want to, you can roll.

umungus's picture
umungus
June 10, 2008 - 1:47pm
Thanks for the help. I appreciate it.

At least I got to scare an alien rabbit thingy......


Anonymous's picture
w00t (not verified)
June 10, 2008 - 6:08pm
You could add some spice to the board game by assigning commanders, admirals or captains and based on their skill (or rank) roll for Initiative.

For those who play Alpha Dawn, do you roll initiative once per encounter then keep the order until the end of the encounter or do you have Players and NPC's re-roll after everyone has moved and made their action?



TerlObar's picture
TerlObar
June 10, 2008 - 7:25pm
Roll once per turn in AD.
Ad Astra Per Ardua!
My blog - Expanding Frontier
Webmaster - The Star Frontiers Network & this site
Founding Editor - The Frontier Explorer Magazine
Managing Editor - The Star Frontiersman Magazine

Shadow Shack's picture
Shadow Shack
June 19, 2008 - 10:08pm
I can't recall exactly where it was written in the KH books for determining initiative, but each side rolls 1d10 and adds the highest MR in their fleet with the highest adjusted roll becoming the "Side A" for the combat procedures.

So say side A consists of a trio of assault scouts (such as a planetary militia) and side B consists of a pair of destroyers or frigates (such as invading Sathar), side A would roll 1d10 and add the MR:4 while side B rolls 1d10 and adds their MR:3

I think there may even be an option for adding the highest level pilot as well, but don't hold me to that. That could always be used for a tie breaker though...
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Imperial Lord's picture
Imperial Lord
June 20, 2008 - 6:28am

It depends on the scenario.

If you are playing the SW2 campaign game, then there is never a roll.