> How about clarifying the movement rules a little bit more.
> 1. The "sub-phases" within the movement phase reflect the speed and agility
> of the units. The less agile a unit is, the earlier it moves. So, what
> stops a unit from moving earlier than its sub-phase? Suppose you want to
> pin a tank detachment with a bike detachment *before* it moves?
> 2. How about letting a player move as many units as he chooses, providing
> that the said units belong to the current sub-phase or a later one? After
> all, moving first is a disadvantage (thus the sub-phases). We may say that
> a player should move "at least one detachment during each alternation".
>
Regarding point 1:Although we will discuss pinning later, in you example
either could pin the other and once this ocurrs the other unit cant move
even if it has not done so(standard pinning rules),therefore the
alternating movement rules permit you to tie down detachments when
charged(remember charge orders are resolved first).
Point 2; This we will institute with guidelines as how many units can be
activated at a time(some armies like mass movement,orks ,IG, others do
not eldar marines, these will be discussed in their appropiate topic).
In any event the number of units to be moved must be stated before
movement and cant be swithched or changed later(if you commit you do
it!), this will avoid arguments.
United we stand!
Peter
Received on Wed Feb 12 1997 - 10:02:17 UTC
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