Tuesday, January 12, 2016

Action Phase Tweaks: Part 1

Like I said yesterday, I'm working on cleaning up the rules for each section in parallel. So since I posted a revision to the beginning of the Movement Phase yesterday, I'm posting the changes to the beginning of the Action Phase today.

Biggest things are:
  1. Image optimizations (1:1 pixels on a Retina iPad).
  2. Removal of the spotting-marker nonsense.
  3. Defining a Charge move as a normal move.
  4. But if you don't engage a unit, you lose all your initiative and become pinned.
  5. Going To Ground just halves your normal spotting distance (details a few posts ago).
  6. What Actions Pinned and Engaged units may select.
So Charging isn't just about getting into melee, it's also the last-ditch option for a unit to re-position while under fire. Item #4 is there to keep a unit from running and then charging onto an empty objective for a capture. This way they'll get there, but will have to wait at least 2 turns (without taking hits/damage) before they can get back up to the minimum capture initiative of 3.

But if your unit is down to Initiative 1, then charging back behind something that hides them for a one-point loss in Initiative is a no-brainer.


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