![]() Maybe we could take the example of short actions (take one action) and the fact you don't want to move, but to rotate instead of moving. I don't think Rally would be an exception to the entire ruleset and systems of the game so I'll comment regarding all actions the game has. I think that's the only ways it could work and that with the really nice Guard we have (unlike AOW), and understanding a committed unit cannot decide to react and rotate later, the current setting is OK. ![]() If devs bring what you suggest, it would need either to cost an action to keep things balanced, but then even if it's decided that facing would be free, I suppose it would need to reprogram AI to use that too, for balance.Īll that is possible but I just expressed an opinion about this. I guess the fact we face where we move or attack or acted last is part of the core balance. Meaning, you should be vulnerable to sides when you do that. Same for special "long actions".īottomline: if you can't "guard", then you are heavily committed to something. It's a form of "heavy commitment to action" just like when you attack etc. ![]() Which could be understood as "charging" and being vulnerable on sides. When they don't it means they acted before and moved after with all possible moves too, in addition to their action. If they have an action they are almost forced to be put on Guard. ![]()
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