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3.13 vs. 12.56 in 4th edition rules
08-22-2020, 03:35 AM, (This post was last modified: 08-22-2020, 03:37 AM by cjsiam.)
#8
RE: 3.13 vs. 12.56 in 4th edition rules
All of the above has to take into account this:

12.56 Missing EnemyIf units(s) activate with a fire activation with the intent to assault a hex (noted at the time of activation) but other activities performed during the same activation (for example, Direct Fire by other units) vacate the target assault hex, the designated assaulting unit(s) have two options:
  1. enter the now vacant hex and end the activation, and that movement DOES NOT trigger opportunity fire (it's not "movement" but rather a fire action); or
  2. execute a fire attack against a valid target.
So---it would be the case that you could FIRE elsewhere if the Assault hex emptied....execute a normal Fire mission.

And I've found the current Fire Activation for Assault works fine....I'd not mess with the VASSAL interface for this until other wonderful things are completed (terrain modes.....roadblocks....)
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3.13 vs. 12.56 in 4th edition rules - by g1ul10 - 08-21-2020, 11:22 PM
RE: 3.13 vs. 12.56 in 4th edition rules - by cjsiam - 08-22-2020, 03:35 AM

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