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Post by twotonic on Feb 10, 2020 9:16:24 GMT
I am wondering how 'making a run for it while being shot at' should be treated in Nuts! According to the rules when I have my squad 'dash' across a street they are allowed to only move 2" once they come into LOS of the enemy. The result is that my squad is now 'stopped' even if the enemy missed all their shots. My suggestion is that any squad members that are in Carry On status should be able to finish their movement up until the intended movement distance (either 8, 12 or 16" depended on wether Fast Moving or not).
Is this how the Nuts rules are intended? I read the rules as follows, each squad is allowed to basically 2 actions:
When a group is active it can voluntarily do any of the following actions, even more than one. Move up to full distance. Stay in place, changing the way it is faced. Charge into Melee (page 29) or attempt a Close Assault (page 55). Take the Recover (page 21) or Rally Test (page
AND When active, figures can do one of the following actions in addition to those previously listed. Fire a weapon once, if loaded, called Active Fire. Note that this is in addition to any time the figure is called upon to fire in reaction; when directed by the Charge into Melee or when shot at. Pick up a dropped weapon or other Item (page 77). Reload a weapon
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Post by Ed the Two Hour Wargames Guy on Feb 10, 2020 16:37:21 GMT
I am wondering how 'making a run for it while being shot at' should be treated in Nuts! According to the rules when I have my squad 'dash' across a street they are allowed to only move 2" once they come into LOS of the enemy. The result is that my squad is now 'stopped' even if the enemy missed all their shots. My suggestion is that any squad members that are in Carry On status should be able to finish their movement up until the intended movement distance (either 8, 12 or 16" depended on wether Fast Moving or not).
Here goes. You can choose to move up to your full move. When you come into sight of the enemy you can move 2" more, resolves the shooting then moves the remainder of the unused movement distance, normal or fast move.
Example - Sgt Pink moves 1" and triggers an In Sight, he can now move 2" more if he wants to and does. He exchanges shots and takes out the enemy. He can now normal move 5" more or Fast move up to 11" more Hope this helps.
Is this how the Nuts rules are intended? I read the rules as follows, each squad is allowed to basically 2 actions:
When a group is active it can voluntarily do any of the following actions, even more than one. Move up to full distance. Stay in place, changing the way it is faced. Charge into Melee (page 29) or attempt a Close Assault (page 55). Take the Recover (page 21) or Rally Test (page
AND When active, figures can do one of the following actions in addition to those previously listed. Fire a weapon once, if loaded, called Active Fire. Note that this is in addition to any time the figure is called upon to fire in reaction; when directed by the Charge into Melee or when shot at. Pick up a dropped weapon or other Item (page 77). Reload a weapon
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Post by twotonic on Feb 15, 2020 8:03:33 GMT
Hi Ed, Thanks for clearing that up. Just about to start another bout of Nuts!
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