So I've been a bit unlucky. In all the games we've played, I've been FIRST PLAYER only twice. One of those times, my opponent had the "steal initiative" zone literally a step or two from his deployment. As a result, I don't go first very often.
I am playing Capitol, mostly against the Dark Legion, but occasionally against Bauhaus. My more flexible but wimpy army has trouble being second player against the DL heavies. What tends to happen is that with first attack, he eventually catches me and rolls well, killing a puny Capitolian, and then starts out activating me, taking advantage to move vulnerable units up after my last guy has gone, and then using that powerful unit to crush a guy or two before I can go again.
I enjoy the gold/silver/copper order markers because of the choices about how much you want to do. I would enjoy this game a lot more with a different initiative system.
From a scale of 1 to 10
1 - worst - Games Workshop style you go I go. An entire army moves before I even get to respond. Bleh. It's what makes Hordes so oddly lopsided at times, too.
6 - current MC rules - 2 characters per turn (barring combined fire, etc) and swapping back and forth until we run out of activations.
7 - Heroscape's silly order markers, with exchanging who goes first on a D20 roll, planning ahead of time, move only three per round.
8 - old Warzone, with one figure/squad per activation, roll initiative on a D20.
9 - VOR, with one figure/squad activated, MPs to allow variable runs, multiple shots, etc.
I am wondering if anyone has ideas about why the first player system works the way it does for this game. Does anyone regularly change the rules with a house rule?