Monday, August 4, 2014

FLASH! Movement Rules

I figured I'd try to incorporate the alpha style movement rules into my FLASH! house rules in regards to the lack of movement dice.  Basically, you're counted as being at combat speed for modifiers outside of your own turn unless you hold an action for later use (like standby for coordinates).  This cuts down on the chit and dice clutter on the tabletop as the vast majority of units don't need to have a movement die next to them.  Instead, the movmeent die counts as a withheld action tracker so you know that the model still has an action to use despite already being activated and simultaneously at what speed.  In effect, your model stops to use whatever speed you want during your activation and then returns to combat speed after unless you "hold" an action for later.  I tried this out during the game this weekend and it worked well.  It made taking stationary shots a bit safer but cut down on the near invulnerability of fast moving elite units conversely which is a much more important change.  My cheetah at top speed moving across the field actually got pegged with an average roll because it "only" had a +2 instead of a +3 to defense rolls base.

Movement:  Your model is always considered to be at combat speed for all purposes outside of it's activation unless you use withhold an action for later use like with standby for coordinates or reaction fire.  Place one die at the appropriate speed for each "reserved" action to be used after the model's activation.  Reaction fire prior to activation is still resolved at combat speed.

 I also finished putting together and priming my NuCoal veteran GP squad over the weekend but didn't have enough time to paint them so didn't use them in my recent test game which instead featured a more traditional North vs South engagement.  I decided to completely vet out my gearhunter squad with 2x Lbzk and 2x MACs for use as snipers and flankers.  I really like the Chasseur MkII models with the only complaint being that I kind of wish the heads were a bit different and not just Jaeger copies (maybe something like the CV model head for all of them?)   The sculpts and casting overall were nice but I did have one sheared leg broken at the knee (no big deal as I had 6 models in 3 blistes for a 5 man squad) and two of the LRPs were miscast (again no big deal as every HG player tends to have extra LRPs).

 I'll hopefully be painting these bad boys up soon as the final planned painted additions to my HG army.  I don't have any more southern or nucoal models left to paint once I'm done so I'm only left with about a dozen various gears for my north.  Until I actually get regular games going, I don't plan on painting up the northern models any time soon.  No fears though seeing as how I should at some point (fingers crossed!) be finally getting my Robotech minis (or at least the 1/3 portion they shifted to "wave 1" after an 8 month delay and counting) that I'll be working on and posting about for the blog.

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