tgunner91 wrote:Oh, one question Craig. Are the movement and shooting actions ones you can only do once? Like with two actions I can move (one action) and then shoot (second action), but I can't shoot twice. Also, I can't move twice with my two actions but I could spend both actions to run..
tgunner91 wrote:And a suggestion- how about allowing a unit that activates with two actions a benefit if it doesn't move and spends both actions in shooting. Sort of like running is to movement but with its weapons. Maybe extra firepower points which could reflect the unit taking extra care to aim and shoot because they didn't do anything else but acquire and engage targets. I would think that a stationary unit which fires would either lay down more accurate or heavier fires than one which moved. Shouldn't there be a benefit for this? This happened many times in last night's game where a unit was content with where it was but it had two actions... but it has the same chances of laying down effective as a unit which moves then shoots. Something to consider anyway.
The unit with two actions can buy one of the second tier choices such as Aimed Fire, which gives the sort of bonus you are talking about above.Choice Actions Effect
Move One An infantry unit can move 6”, a vehicle possibly further.
Shoot One The Unit can fire at an enemy, see Ranged Combat.
Fight One The Unit can carry on with close combat against an enemy that is already in close combat with it.
Assault Two The Unit can move up to an enemy and engage in Close Combat.
Run Two The Unit can make a double move.
Aimed Fire Two The Unit can fire at an enemy with a ranged combat bonus of +1.
Disengage Two The Unit can withdraw from close combat one move (i.e. 6” for infantry).
Overwatch Two The Unit reserves its action until later in the turn, when it can then fire at an enemy.
Counter-attack Two The Unit reserves its action until later in the turn when it is assaulted by an enemy. Counter-attacking denies the assault its assault bonus.