![]() But, even if they didn’t, and hung around long enough to figure out the deal with using late units in attacks, there was another way to get the early turn ending that stymied even veteran players: Attack Complexity.Īs the manual said, battles continued till one entire side broke off. This is where newbies often got off the TOAW bandwagon. And note that there isn’t even a reason given for the early turn ending or even which combat was the issue. There were a potential ten combat phases, and you only got one. ![]() After they are all resolved, you get this screen: Perhaps you go on to setup several more attacks. But, as a newbie, you’re unaware of this. This attack is going to cause your turn to end. So this unit has a Time Stamp of 9 out of 10. The 5 remaining MPs amount to only 18% of its original movement allowance. Note that the unit has expended 23 of its 28 MPs. One attack involves a foot unit that has moved quite a distance: ![]() You fire up the CFNA scenario and start setting up Axis attacks.
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