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.