hms
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Posts: 17
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Post by hms on Sept 7, 2010 6:53:24 GMT 1
When issuing group orders, characters may either act independently or do something together - generally doing something that they wouldn't be able to do on their own. For instance, when using Concentrated Fire, all of them act together to get a better chance of hurting a big nasty whereas they'd struggle when firing individually. However, the Regroup order puzzles me. Each character must move in contact with a Leader o a landmark and may not fire. So... what? Why should I ever issue a Regroup order when I can simply activate the group and act individually with each character to move it in the desidered spot but without losing the ability to fire? Or am I missing something? Personal communication devices allow the bearer and people nearby to form "command chains" of up to 1 Medium instead of up to 1 Short if they don't have line of sight. Does that really mean that two soldiers with PCDs in the open 1 Medium away from each other do not form a "command chain" whereas two soldiers with PCDs divided by a wall do? I guess that PCDs just increase the command chain range, but I just want to be sure .
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Post by richjones on Sept 7, 2010 7:17:20 GMT 1
PCD - 'even' if they don't have line of sight is the implication (will check on the wording).
Regroup is really useful when you have a transport mechanism (a vehicle or something like a ring transporter) - Get your leader there and then a regroup and it moves everyone onto the transport ready for off. Then no one runs the risk of not activating enough and not making it. Not such a risk when you have all good quality stuff but a blessing with lower Quality characters!
Rich
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Post by charger3604bbl on Sept 7, 2010 14:55:28 GMT 1
I think the question is why couldn't you just do a group activation for the same result as a regroup, with the added versatility of being able to attack?
Chris
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Post by richjones on Sept 7, 2010 17:35:45 GMT 1
Because it still has an added element to go wrong with lower Q figs - with a regroup you are using one action of a pretty good leader Q. WIth a group order you need to pass the leader and THEN hope you roll OK with the group ... plus in bigger games it may risk a turnover whereas regroup doesn't etc etc
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hms
New Member
Posts: 17
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Post by hms on Sept 8, 2010 7:54:51 GMT 1
?
The Regroup order only says:
"Any characters within the leader's command range can be activated with a group activation roll as above".
Which leads to the above sentence:
"After the Leader spends his action to give the order, the group rolls one set of activation dice using the worst Quality of any member of the group".
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Post by charger3604bbl on Sept 8, 2010 14:56:00 GMT 1
I was reading it as HMS quoted. With Rich's further explaination it makes much more sense and is significantly more useful!
Thanks!
Chris
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Post by richjones on Sept 8, 2010 16:46:15 GMT 1
Ok too many versions of the game stuck in my head! They need to be activated like a group order. The difference is the figures do not have to be in group cohesion just leader range. In other words it is useful when the figures are spread out and not actually a 'group' ...
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hms
New Member
Posts: 17
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Post by hms on Sept 8, 2010 21:13:11 GMT 1
Oh, no range restriction, brilliant ! Thanks
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Post by charger3604bbl on Sept 9, 2010 17:41:41 GMT 1
Ok, now it makes sense again.
A group order not limited to 5 models and not required to be within 1 short of each other. Any models at all within the Leader's command radius can partake.
There is still a single activation roll at the worst Quality of all models taking part in the regroup order.
Correct?
Chris
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Post by andrea sfiligoi on Oct 18, 2010 16:54:15 GMT 1
Correct! and it is useful to form a "proper" group after that.
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