01-28-2018, 10:01 AM,
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RE: Activating units outside of an Assault to move on a IF
It's a funny situation where you actually hope the DEM unit doesn't recover so it will flee and you can bring in reinforcements.
Reminds me of Warriors of God. In that game you sometimes choose not to pay ransom on a captured leader. Then you hope he dies in prison so the other player doesn't get a victory point.
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10-07-2018, 07:22 PM,
(This post was last modified: 10-07-2018, 10:14 PM by saracv3.)
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saracv3
Sergeant
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Posts: 398
Threads: 53
Joined: Jun 2013
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RE: Activating units outside of an Assault to move on a IF
(01-25-2018, 03:18 AM)Schoenwulf Wrote: (01-24-2018, 12:14 PM)plloyd1010 Wrote: (01-24-2018, 11:24 AM)richvalle Wrote: I wasn't sure about doing it all in one activation. That would be more of a tactical decision.
Have done this as well. The only problem with doing it all in one activation is the possible recovery of the DM unit (which can't be used in the assault) and the now-activated adjacent unit being spent for a fire order that it may not be able to use unless there are other targets external to the assault.
Uh, er, the only problem is one would think they would have to activate
the outside unit by an outside leader to fire and move into the assault hex.
hex. 12.51 All 4 units are in motion at once. 2 would assault as activated by the leader inside the hex; 1 would try to recover, and 1 would try to enter. What we have is 12.11 and 12.51 overlapping. The other gray rule for me is moving closer to an enemy per 5.4. How did the outside unit move closer without an outside leader?
Especially the 1st sentence of 12.51. "Only leaders in the assault hex may influence units there"; but one does have to read down to see the ambiguous "Leaders in the assault hex may direct units in adjacent hexes to enter the assault hex, but may not influence them in any other way if they don't enter the assault hex."
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