Lion Rampant Tourney at Havoc

Hi gentlemen,
A few items …
(1.)  My apology for having left the prizes behind.  John and Thomas will have first pick of the prizes when we see each other at Huzzah!, they having tied with 2-0 scores and number of unit points with 46 each.  Then Peter came in third with 2 wins and 34 points.  Additionally, consolation prizes of 4 figure unit packs will be awarded to Chris, Noah, and Mark when seeing folks next.
(2.)  Having given a go to using the “Alternative Rule For Failed Activation” offered in the 2nd Edition rules, let me know what your observations are using the different methods of activation … those being … if fail to activate, then “turn stops” versus if fail to activate, then “move onto next unit”.
Here’s my sense …
(A.)  The “move on to next unit” method didn’t seem to speed the game up as I hoped.
 
(B.)  With the “move on to next unit”, it seemed less important as to what unit was activated first from a rolling perspective, and presented a different dynamic that seems to make it more important as to which unit goes first, sort of like chess.  I’m a fan of chess, yet I have enjoyed the more chaotic nature of “turn stops”, particularly since these rules are meant to be more of a skirmish game for the Medieval era, and with a harder grip on “command and control” by a leader than what chess offers.
 
(C.)  I can see if one is running a larger “big battle” game how the “move on to next unit” can make a scenario potentially easier for the typical convention player that wants more control over their force.  While at the same time, I played in Chris’ “big battle” Lion Rampant game on Saturday, and had no issue with how the “move on to next unit” method worked when both sides move all at once, and back and forth.
However, even at that level, I’ve enjoyed what happens with “turn stops” method that my scenarios for Civitate, Agincourt, Crecy, and Bouvines have seen, especially when each player gets an initiative role each turn adding to the swirling nature of the game, and gives me an impression of the chaos I imagine on a Medieval field of battle.  Things can turn quickly, as I sense from my reading of medieval battles, and the pain of “turn stops” goes away quickly when the chaos brings a reversal of fortune, and when a player suddenly finds an opportunity to creatively act when all seemed lost.
Hopefully my conciseness in viewpoint gives some food for thought, even if there could be differing opinions.
(3.)  Greatly appreciate all of you who were able to participate, as well as those who have been attending the various Lion Rampant tourneys that have been happening at New England area conventions!  I’m grateful that some drive quite a distance to jump in on the fun.  And it was great to have Noah join in for his first time, cheers!
Thank you!
Mark T.

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