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Taking another look at the next section out of the core rules, focusing in on Activation basics and Movement Bonuses. Of course we will delve more into activations and reactions in the next day or so.



8. Activations
8.1 Command Value: A player’s turn is made up of activations. A player must activate a minimum of 1 squad per turn, up to a number of squads equal to the highest Command Characteristic currently on the table (in the game). The total number of squads able to be activated is referred to as the player’s Command Value.

A players Command value is reduced as activations and often reactions occur. Command Values reset at the conclusion of the player’s turn restoring full command value.

A player that uses a lot of reactions, reduces their command value for their next turn. So while reactions can be critical in the battle, too many reactions will greatly decrease the effectiveness of your forces during your own turn. See Reactions for more details.

8.2 Squad Activations: Each activation consists of a squad’s movement and a single action. Squads get a single Movement and a single Action each Game Round in either order.

Squad Activation
Movement + Action
*Actions may be used now or held for reactionary activations later in the Game round. A held action may only be used as a reactionary activation.

8.3 Movement is determined by a squad’s Movement attribute in inches. Any model may move up to 3x its Movement attribute. No part of a model may move past its intended movement.

Additional movement can be taken as an Action and count towards movement bonuses, but also takes up a squad’s Action for the Game Round.  Using up your action for movement increases your movement from 3x your movement characteristic to 4x.

Movement Bonuses apply until the squad’s next activation or Reaction. Movement bonuses apply to Charging into melee combat and Evasion.
Bonuses for Movement are as follows:
Movement of 0”-6” = +0 Bonus
Movement of 7”-12” = +1 Bonus
Movement of 13”+ = +2 Bonus

Charging Bonus: These bonuses are applied to the Strength of a model charging in melee combat. This bonus only applies to the Game Round the unit moving enters into melee combat. In order to get a charge bonus, the charging unit must have line of sight to the model it is charging, and take a direct path towards its target. This bonus applies even if another squad is activated and moves into melee combat, possibly granting both squads a charging bonus.

An example….. Player 1 moves his squad of warriors with a movement 3, 9” forward, not using the squad’s action.
Player 2 now charges Player 1’s squad by moving 7” forward to attack in melee combat.
Because both players movement bonuses apply until the squad takes an action/reaction, both squads are considered charging each other gaining a +1 charging bonus. This creates an epic battle of two squads of warriors clashing charging full on into each other.

Evasion Bonus: A Movement bonus also applies to the Ranged Target Number (RTN) needed to hit the model moving. This makes it harder to hit a fast moving target with a ranged attack.

Example 1: A squad with a Movement 3 takes the following activation: Move 9” and hold their action. This gives the squad a +1 movement bonus for evasion 

Example 2: A squad with a movement of 4 takes the following activation: Move 12” plus a move action for additional 4”. This gives the squad 16” of movement, and takes up their Action for the game round. While the squad gets a +2 evasion, they have no Action left, so would not get to fight back should they be charged, nor could they dive for cover. 

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