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Post by milio09 on May 14, 2021 13:13:03 GMT
Thanks for your help. I think thats a great Game, and some aspects are complex for me (beginner).
Then, your units/groups have only one action every turn, It is? I make this scheme to understand the turn sequence.
Action order.
Non activated unit/group; from right to left, you can activate units/groups with army points. (Pag31)
Activated unit/group;
If its in missile range(pag31,39); 1. Can charge instead. 2. If dont charge, can move??? 3. If dont charge (or move?), Must shoot.
If not in missile range (or without range attack)(pag31). 1. Can move full speed o make maneuver. 2. If not, must move half speed.
In Melee. 1.must fight (pag31,40).
If a reaction test is required, make It(mandatory move, mandatory fire, charge, being charged...)
In my Battle for example.
Turn 1. Giants move, elves wait. Turn 2. Giants move *OR* shoot (the arent archer/skirmmisher, they dont use mandatory fire). Elven soldiers moves, elven archers charge (if they reach the enemy and make a suicide pact) or move(instead mandatory fire) , or must make mandatory fire. (If they are out of missile range, can only stay innactives or move half/full speed/maneuver.
In brief; one unit/group, one voluntary action (plus every reaction required), It isnt?
Thanks for your time.
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Post by Ed the Two Hour Wargames Guy on May 14, 2021 15:49:43 GMT
You have it right. Well done. Can you email me at twohourwargames@gmail.com? I sent you an emial but might have went to spam.
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