Monday, January 11, 2016

Movement Section Tweak, Part 1

Right now I'm bouncing back and forth between the Movement, Action, and Melee sections, as the changes that I make in one often require small tweaks or clarifications in the other two. In this case I needed to properly define what it means to be pinned.

What makes you pinned? – Having an Initiative of zero.

How does that limit you? – You can only select a Hold order in the Movement Phase. Which gives you a +1 IN, making you un-pinned.

So a unit that gets pinned can't move around in the movement phase, but gains +1 IN so that it isn't pinned anymore. It can then fire (unless it's pinned again) in the Action Phase, or run/charge someplace without being able to shoot.

More broadly, charges are only going to happen in the Action Phase. Making the whole Melee Phase all about resolving melee combat without any movement at all.


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