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Rules - Orders
Urban War main concepts are : alternate activation, calibre and the order system.
Let's have a look to the order system. Three orders can be issued, they're more "way of activation" than strictly orders. It is possible to perform the same actions with at least 2 of the 3 orders. So, where's the difference? You'll have to look more closely to each order to understand this mechanism in details. But something important has to be said first : sequence of orders’resolution. Despite orders are all given at the beginning of the turn (see Game Turn), keep in mind that models with Snap-Fire will be activated before those with Lock-Fire. Those with Overwatch are in a suspended state of activation and will react to ennemy actions. Overwatch As we told before, models that received this order will try to react (Cd test modified by Calibre to pass) to ennemy’actions (except to previous reactions). Game order can be interrupted this way. Don’t forget: you cannont issue Overwatch order to a model having a Line Of Sight to an ennemy model closer than 12 inches. Snap-Fire With this order, true activation start. Starting with nominee player, each one will alternatively activate a model. Model of Calibre higher than 0 can try to make additionnal actions (limited to their Calibre value).. It is possible for Cal 3 models to make up to 4 actions in a single turn ! This order is also the one that offers larger action choice. So, it is the more versatile one. It is also the only one with which you can engage hand-to-hand. But, Snap-Fire has also drawbacks : models with Snap-Fire will suffer malus or won’t get bonus that Focalisation can give. Think about Snap-Fire as a kind of « bullet time » sequence while your hero will make quick shots, jump behinf cover and knock-out an opponent quite at the same time! Lock-Fire This order is the contrary of Snap-Fire, it allows a single action but with many possible bonus. But, models with Lock-Fire order will resolve their actions after those with Snap-Fire. They risk to be Shocked or killed before. On the other end, these models will maybe gain advantage of this because ennemies will be closer than they were at the start of the turn (which is allways good for shooters). So, how to choose the right order? Ask yourself about what you want to make with your models and take into account several parameters (orders from most indicated to less) : - does this model need to move ? (Snap-Fire or Lock-Fire, Overwatch totally useless) - does this model need to charge ? (Snap-Fire only !) - is timing important (Overwatch is a must because it allows to play allmost whenever you want, issue Snap or Lock Fire depending if you want to activate your model first or last) - is action success important ? (choose Lock-Fire, others either give malus or need Cd test in order to be done) If you cannot find the order for a model or need different ones to achieve your goals, this maybe because you made mistakes in the previous turns … Be prepared to loose this one!![]() ![]() Please subscribe to Urban Zone newsletter to get updates'notifications. Creation date : 27/06/2005 @ 23:37 Reactions to this article
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