Tuesday, August 11, 2015
Dealing With A Lot Of Crap This Week
Well, the good news is that all the incorporation paperwork (a couple of large blog-articles worth) has been sent off to the lawyer for review. The bad news is that my Dad's Parkinsonian dementia has drastically worsened since early last week, and he's just babbling incoherently and arguing with everyone around him about whatever nonsense pops into his head. It was so bad last Wednesday that the home actually sent him to the hospital for a stroke assessment (thankfully negative).
I'm going to have to spend most of the rest of this week running around to doctors and trying to get his nursing home to administer his meds at the proper times, instead of when it's convenient for them. I've also got some estate planning chores that just moved up to the front burner as a result of this. So it may be a week or two before I've got my head fully back in the game. I've got all sorts of ideas, but not enough free time to sit down and work them out properly.
As for the game...
Currently the assault phase is being re-outlined, with all defensive and supporting fire removed. When I really started thinking about it, the only reason to have defensive/supporting fire in the first place is if you have an my turn, your turn, game sequence. Because in 40K or Flames your opponent can otherwise move/shoot/assault during their turn without your being able to do a thing about it.
Since our phases are mixed, and both players move/shoot/assault together, the Action (shooting) phase is more than capable of letting you fire at a unit that's obviously moving up to attack you. So there's no reason to introduce more shooting steps into close combat/melee. It'll be pretty much charge (or consolidate if already engaged), or fall back. You'll charge, swing, someone will take a LD check, and if they lose they'll fall back.
Just need to work out the details.
See you on the other side. :)
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