Post by johnbond on Aug 27, 2014 2:11:44 GMT
Hi Troy
I am throwing out other idea (take it or leave it) to help speed up the game a bit with the inclusion of To-Kill range modifiers and a quick reference point for use of ½ Action Points to conduct 1 x Movement Impulse with the benefit of conducting a future Combat Impulse that turn on the vehicle card.
The only time needed to reference the Action Points totals was when one needed to travel a greater distance using more that 1/2 the total AP available.
I notice that during play the majority of the time half the Action Points was being used to ensure that enough Action Points where available to conduct a Combat Impulse that game turn.
So instead of constantly working out the figure, I figured it would be easier to print it on the card. - I know its not a complicated equation but anything that makes the game flow quicker - helps.
If a vehicle wanted to remain moving after the movement Impulse they would have the option of another 1" to traverse and still have the option of conducting a Combat Impulse that game turn.
Quick Indicator of ½ total Action Point cost to conduct 1 x Movement Impulse (and allows for 1x Combat Impulse with a stationary vehicle)
s - 6" - s
1 x Movement Impulse Half Action points for:
S for start movement (1Action Point cost)
6” max available distance to traverse (6 Action Point cost)
S signifies end of movement (1 Action Point cost)
Same goes for the range modifier for Armour Piercing type rounds – One less thing to refer to the reference card.
see diagram
thanks John
your thoughts