What about having initiative as a stat that can be increased by spending points when the warband is being created? Initiative points could be purchased like skills or beginning weapons and equipment. Only thing is that some models will still have the same initiative values and a roll-off invariably has to occur.
Having individual model agency in a skirmish game sounds good, and would make any existing initiative stat more useful.
I still like the idea of initiative flowing back and forth with rolls at the end of each activation. Also, what about drawing playing card to decide activation order? Anyone heard of such a thing?
Savage Worlds RPG system has playing card mechanics for initiative, and allows for Edges (like talents in other systems) to increase your chances of being earlier in the initiative. Specifically, one Edge allows you to draw two cards and pick which one you want for that round, and another that allows you to discard any card less than 5 and redraw. You can also combine these two edges, although different people have different interpretations of how these two edges interact.
The new Doom boardgame uses an initiative system. Models of the same type with the exception of the protagonists are compiled into activation groups. Same could be applied to N17: All ganger activate at X, then the champions at Y, the juves at Z, etc.
That also sounds like Gloomhaven; enemies have behaviour decks that give them the actions they'll do on that turn, with an associated initiative value that puts them in the track as a group. Enemies on the board have numbers randomly assigned to them (on the cardboard standee), and they activate in numerical order.
One system I liked the idea of was Pulp Alleys, where the player with the initiative decided who activated the next model.
So you could choose to alternate, or I go You go, or some mix of the 2.
Of course then, there's an added element of risk. Do you keep activating your own, or do you force your opponent to activate theirs, and run the risk of them stealing the initiative away from you?
This tends to work better with more players however, and probably isnt that practical solo.
I'd honestly just activate all my models trying to take out as many opposing models as I could before handing control over, assuming a traditional 2-player game. More than two (non-AI) players makes it a little tricky, I guess.
I suppose I'm the kind of guy that likes to be able to plan what I'm doing with all my models, and not have to keep adjusting my strategy every few seconds because my opponent moved that model and not the other model or shot the model I was about to move because every turn up to this one was me moving a bunch of other models, probably telegraphing what I'm doing (what else am I supposed to do, they need to move first so that model can move in the first place), making my previous model's actions pointless and potentially putting them in danger.
The only way I can see to mitigate that is to try to hunker down in cover as soon as possible with good sightlines and overwatch, which typically the other player will do anyway, leading to a "no, YOU move a model into my fusillade of overwatch" and a very dull/one-sided game overall.
One cool thing might be to emulate the video game "Door Kickers", where you maybe have copies of the board layout per player, possibly on a whiteboard, where you plan out the moves of all your models, and every model on the board moves simultaneously, shooting at whatever is in the arc of fire as they move, and any opposing model contact becomes a close combat. You could then have skills that extend the arc of fire for a model to allow them to react better as they move.
Probably not practical outside of a video game, but something like that might be interesting.