Random thought: I wonder how BrikWars would play as Alternate Unit Activation rather than You Go I Go...
Alternate Unit Activation:
Instead of one player doing everything they can with their units then letting the other player have their turn in its entirety, AUA uses a system of alternating between one player and another in the same turn. The first player "activates" a squad or a character and does everything for that element - move, firing, close combat, then the next player takes a turn with an element, either a squad or a character, and goes through all three phases with it, and the turn concludes when all elements from both sides have been used. Those with more "elements" will find that at the end of the turn they will have several elements left over they can activate and move all at once, so someone fielding many smaller elements might find themselves at an advantage.
One might need activation chits to mark units that have been activated and moved each turn. Also, in close combat the opposing player does get to reply immediately without using up an activation for that element - it is assumed that the element in CC is just defending themselves. This leaves them free to consolidate and strike back next activation. It also means that each element could take part in two rounds of close combat per turn, thus making each turn even bloodier.
In Void (i-Kore - remember them?) the opposing player gets a free strike in CC if an element disengages from CC on their activation (with all the usual saves and everything intact).
This might be one for the more serious wargamers to have a play with. It could either speed up play, or slow it down. In Void and Celtos it worked very well, but in other games it might not.



