Posted on 26 February 2011 at 11:37:23 GMT Another idea for removing hits at the end of the turn.Hope you like it.. Hits are not removed, instead, at the end of your turn you must roll for each HQ and CO. Each pip would allow you to remove 1 hit from an unit of your choice. Supressed units follow the normal rules. - HQ & CO can remove hits only from units under it´s command radius. - CO´s can remove hits from any unit in the battlegroup. - Rigid/fanatical tactical doctrine HQ´s can only remove hits from units on his formation. - Normal tactical doctrine HQ´s can remove hits from other formations but they cost double. - Flexible tactical doctrine HQ´s can remove hits from any unit. RALLYING DICE - Poor HQ (CV6) = 1d6 - REgular HQ (CV7 or 8) = 1d6+1 - Veteran HQ (CV9) = 1d6+2 - Elite HQ (CV10) = 1d6+3 - CO´s always roll 2d6 |