About a 10 min. read.
One very highly debated subject in the ASOIAF community, and everyone got their own take on this, is: how many activations do you need in your army setup?
The answers will vary wildly from players to players and factions to factions. I've seen people swear on the head of their shiny starter Pokemon, that it is impossible to win a game if you go under 9 activations. Others, more rare I'll admit, that they play 6 activations regularly and still maintain a healthy win/loss ratio. Others, that you can barely play if you don't have 3 NCU, because theses are the cheapest activation you can get, cannot die and thus, cannot be stolen from your activation tempo.
This question is obviously very meta oriented, but I am not here to say talk about meta. I am here to present you another way to look at your list building, and maybe this will help you see things in a new light.
Now, this hasn't been an official term game wise, but players often refers to the number of activations per round available in a list as "Activation Economy".
Activation Economy
For people a bit newer to the game, let me just quickly describe a couple reasons why this term is important. Since the game is based on alternating activations from players to players, it makes the game more dynamic than if player 1 played all their pieces and then player 2 did the same. Some other games do that and it works, just differently.
With alternating activations, comes the direct consequence of an advantage when one player has more activations than the other. This might be from the get go, because one list simply had less units than the other at the start, or it can progress with the game as units are destroyed and activations are lost.
I will not lie, more often than not, having less activations than your opponent is likely to lead into an uphill battle for yourself. You will see this phenomenon take a real hold of your game when you realize that you have activated every pieces for the round, and your opponent still have a couple left to do. This leaves him free reign over what happens for a couple turns, because you are powerless to react. This can be made even worse if he also happens to be first next round. So he can take his time to deal some attacks free of retaliation, maybe position a bit better to deal charges in flanks next round, etc... you see the deal here, it's not pretty.
Activation Economy is often a starting point in any players list building. Even before choosing your commander, how many of you think: I need to make a 8 activation list minimum. I'd wager a lot of you, and I've been guilty of doing it myself in the past. It's simply natural. Nobody want to just go into a game where they don't feel they have a chance at winning because they haven't respected a recommended quota.
An Activation Economy can be fed in 3 ways: Combat Units, Non Combat Units and the "Relentless" ability.
However, not all factions are good at meeting an activation quota, and some players just outright prefer to bring a low count of elite units, so how would you compete with an advantage in activation?
For myself, I've found that the answer to that question lies into the "Action Economy".
Action Economy
And this is where people will either start to get interested or outright disagree with me, as is the nature of all debate.
So in short, your "Action Economy" is the number of actions your army can take in any given round.
The difference is subtle, but it's there. If you were playing a card game, let's say Legends of Runeterra (not trying to plug anything here), that would be like considering the amount of cards you have in your hand that can be played, each one would be an action. Some of them are Slow spells that you can use only on your turn, one at a time (like an activation that result in an action). Others are Fast spells that can be used on any turn and interrupt Slow spells resolution (interrupting an action with another action).
A typical activation will amount to 1 action (Maneuver, March, Retreat, Attack or Charge). Some specific unit abilities or tactic cards will give you more of them. The easiest example that we can use is a cavalry unit, which gets a free maneuver at the start of it's activation.
Of course, an actual activation will always remain more powerful than an action, as it is unhindered by triggers or conditions like an order, ability or tactic cards. But, even if there is some disparity in your number of activations, if you have the same number of actions available to your opponent, then the overall impact on any given round should be about the same.
The use you get out of additional actions is very important as well, because when properly used, they can actually steal the tempo of your opponent. Activations are pretty slow, as outside of a few edge cases, you will only be able to activate one unit per turn. Additional actions are limited by their trigger, but there can be many in a single turn.
Let's say you have the order "Set for Charge" on a unit, and your opponent has 2 vanilla units. Well then he could charge you with one unit, you use your order to attack him first. If he dies then and there, you just stole tempo from him since he doesn't get anything out of his own action. If he survives, well he can carry on with his attack. Then you activate, you attack, and he can then activate his last unit and charge you. In this very basic case, both players got to resolve 2 attacks in the end, and the player with "Set for Charge" resolved them much quickly than the other player, giving him the opportunity to steal tempo from his opponent.
Some units are infamous for their number of extra actions available to them. The Night's Watch Ranger Hunter being very known for it by this point. Their combination of abilities can effectively let them do 3 actions in a single turn by Attacking, Retreating and Attacking again.
Of course, there are much more factors to take into consideration. I've only stated a few examples that are direct actions, but your Action Economy can also be influenced by other effects that even simulates actions. Such effects could include the abilities "Counterstrike" or "Tactical Reposition". While "Counterstrike" is not an actual attack, and cannot provoke panic tests, it is still retaliatory damage that can accumulate enough as if an attack had occurred. "Tactical Reposition" is not a maneuver either, but used at the right time, as shift of 3 inch can be the difference between getting shot by a ranged attack or not, a successful charge or not, getting just far enough in a flank so that your enemy has to maneuver to face you instead of charging, etc...
Hell, even if healing cannot be considered an action, you can heal enough to remove the damage done by one or two attacks, that will effectively nullify your opponent actions. We really haven't touched upon effects that block hits either, but it goes without saying that reducing the impact of an opponent actions be really effective in fighting off an activation advantage.
I'd say that the actual Action Economy is good to keep in mind, but it is important that the player actually gets comfortable at running extra actions. Over time, getting used to it will give a better sense of what can, can't, should or shouldn't be done with theses actions. This is something that is not as necessary when running superior activations, as it is much more forgiving. Having additional actions is often linked to specific triggers, and so, you can learn to lay traps that your opponent will need to either waste resources in circumventing, or deal with it head on. Get your practice on!
In conclusion, if you want to play with less, but more elite units on the field, and you want a good measurement of your army capabilities, I'd recommend that you take a closer look at your Action Economy instead of Activation Economy and you might just find out why even 6 activations armies can battle against 9 activations.




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