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Group Actions Question
Posted: Wed Jan 02, 2013 12:24 pm
by jcrohio
Had a spent machine gun unit - grouped it with a fresh rifle squad and gave it the necessary CAPs to fire - after the turn both units were marked as spent - my understanding was that the rifle squad (because I used CAPs) should have not have been marked as spent
Jack
RE: Group Actions Question
Posted: Sat Jan 05, 2013 2:59 pm
by ericbabe
Thanks for the report. Are you using V1.15 or V1.14?
RE: Group Actions Question
Posted: Sat Jan 05, 2013 4:27 pm
by jcrohio
1.15
RE: Group Actions Question
Posted: Sat Jan 05, 2013 8:29 pm
by ericbabe
Turning CAPs into APs doesn't change the sort of action in group mode, so I think this is actually working as designed. I don't think there is a way temporarily to add a unit to a group in such a way that doesn't activate the unit when the group's activation is finished. If this is something that is allowed in the newer board game rules, perhaps we can find a way to allow this with a Command Action at some point, but I don't think this can be done with a Command Action in the computer game now.
RE: Group Actions Question
Posted: Sat Jan 05, 2013 9:25 pm
by IronFist00
Eric because you ask it in your response, in the latest edition of the rules you can do a Group Action with units using CAPS and/or a group Card Action without joining them in a Shared Activation and changing their state. I understand that the PC game at this time cannot. Here is the CAPS & Card rules straight from the rulebook with an example each:
- Multiple fresh, activated or spent units may take group command actions using only CAPs. Fresh and activated units are not marked as spent.
Ex: An activated German Rifle moves into a hex with a nonactivated HMG. The two group command fire for 2CAPs (the HMG is the fire leader). The Rifle then moves on using what remains of his AP pool. The HMG is not marked as spent.
- Multiple fresh, activated or spent units may take group card actions. Fresh and activated units are not marked as spent.
Ex: Two hit Rifles are in adjacent hexes, one spent, the other fresh. Auto-Rally card #3 is played on both Rifles for a cost of 2CAPs. Both Rifles remove the hit markers and the one Rifle is still fresh.
RE: Group Actions Question
Posted: Tue Jan 08, 2013 12:00 pm
by ericbabe
Thanks. I'll review the command action code to see whether I might be able to allow this somehow. The computer game doesn't distinguish between units in a group from units who are merely acting as part of a group for the purposes of a command action. What I may be able to do is remember the group constitution at the start of a player's round, and when a command action is taken with a group, to restore group membership to this state.