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Command Levels 2.1.1
Quote from IoM-Christian on 2022-05-27, 08:45Command Levels 1.0.0
Its no longer just taking turns using Orders up to the General or Units Command level. All Unit Orders are placed at Game Turn start, and is executed when the Unit is activated by a drawn Unit token.
Command Levels 1.0.0
Its no longer just taking turns using Orders up to the General or Units Command level. All Unit Orders are placed at Game Turn start, and is executed when the Unit is activated by a drawn Unit token.
Quote from IoM-Christian on 2022-06-04, 20:07Command Levels 1.1.0
Reintroduced [Wildcard] as Order(s) kept at the General until it is activated.
Altered [Counter] so that Unit(s) can activate passivly to Attack an Attacking Unit. This Means that if a Units Weapon range allows it so, it may use any weapon avaliable to respond.
Example:
A Unit armed with 2xClaw, r0 charges opponent(s) of Swordsmen, r1, Spearmen, r3, Pikemen, r4.
At the longest range the Clawers must take the force of Pikes, then Spears, then Swords...
Any surviwing Clawers may then Attack the Swordsmen, unable to reach the others.
Command Levels 1.1.0
Reintroduced [Wildcard] as Order(s) kept at the General until it is activated.
Altered [Counter] so that Unit(s) can activate passivly to Attack an Attacking Unit. This Means that if a Units Weapon range allows it so, it may use any weapon avaliable to respond.
Example:
A Unit armed with 2xClaw, r0 charges opponent(s) of Swordsmen, r1, Spearmen, r3, Pikemen, r4.
At the longest range the Clawers must take the force of Pikes, then Spears, then Swords...
Any surviwing Clawers may then Attack the Swordsmen, unable to reach the others.
Quote from IoM-Christian on 2022-06-05, 11:47Command Levels 1.1.1
Moved and merged the text from the thread 'Command Structure' into this one, and rewrote the sentences for clarity.
Command Levels 1.1.1
Moved and merged the text from the thread 'Command Structure' into this one, and rewrote the sentences for clarity.
Quote from IoM-Christian on 2022-06-05, 16:26Command Levels 1.2.0
Reordered the types of orders and how they can or can't stack and did the following changes;
Renamed [Shoot] to [Attack] and its description.
Added elaboration and use for [Blank]
Renamed [Feign] to [Disengage]
Renamed [Waiting] to [Alert]
Merged [Counter] into [Alert] and rewrote its description.
Command Levels 1.2.0
Reordered the types of orders and how they can or can't stack and did the following changes;
Renamed [Shoot] to [Attack] and its description.
Added elaboration and use for [Blank]
Renamed [Feign] to [Disengage]
Renamed [Waiting] to [Alert]
Merged [Counter] into [Alert] and rewrote its description.
Quote from IoM-Christian on 2022-06-11, 14:59Command Levels 2.0.0
All Order Chits but Action [!] are remowed and replaced by a Units legal Action Icons printed on its Card.
A Unit Activation Token drawn must be placed on the chosen Units Icon for its activation type and must recieve [!] Orders to perform more.
Command Levels 2.0.0
All Order Chits but Action [!] are remowed and replaced by a Units legal Action Icons printed on its Card.
A Unit Activation Token drawn must be placed on the chosen Units Icon for its activation type and must recieve [!] Orders to perform more.
Quote from IoM-Christian on 2022-06-18, 15:19Command Levels 2.1.0
To allow for a more readable Unit Card and as legal Unit Actions been narrowed to;
[Move], [March], [Charge], [Attack], [Alert] and recieved [Action]
We decided to remove the Order Icons from the Unit Card.
Command Levels 2.1.0
To allow for a more readable Unit Card and as legal Unit Actions been narrowed to;
[Move], [March], [Charge], [Attack], [Alert] and recieved [Action]
We decided to remove the Order Icons from the Unit Card.
Quote from IoM-Christian on 2024-01-08, 22:06Command Levels 2.1.1
Changed ranges from INCH to CM.
Command Levels 2.1.1
Changed ranges from INCH to CM.
