Moving generals during JAP
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Moving generals during JAP
Hello,
What player moves first te generals during de Join Action Phase? (the active player?, it's irrelevant?,...)
Thanks
What player moves first te generals during de Join Action Phase? (the active player?, it's irrelevant?,...)
Thanks
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WhiteKnight
- Sergeant First Class - Panzer IIIL

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CrazyHarborc
- Administrative Corporal - SdKfz 251/1

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......, or decides the sequence of events, should either side feel this necesary.philqw78 wrote:The order rarely matters, but the active player moves his troops first...........................
I don't understand thath phrase ... the active player moves first or the active decides who moves first?
thanks
p.s.: I think that there are a a lot of situations that the orden of movements of generals is irrelevant but there are others that is very important who moves first (i.ex: posibles charges during next phase)
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philqw78
- Chief of Staff - Elite Maus

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Moves-
Break Offs
Commanders
Routers and Pursuers
Events- some of these may cause more movement
Remove Scythe Chariots
CMT to stop looting or pursuing
Bolstering
Roll to inflict commander loss and the CT's this may cause then any CT from any rout caused. Move the rout.
Remove autobroken or reduced to 1 base and any CT's this may cause, any CT from any resulting rout, move those routs
The active player always moves first, except for pursuers, but decides the order of CT's and other events. e.g. If the inactive player wishes to test not to pursue it may make a difference to the active players actions.
Break Offs
Commanders
Routers and Pursuers
Events- some of these may cause more movement
Remove Scythe Chariots
CMT to stop looting or pursuing
Bolstering
Roll to inflict commander loss and the CT's this may cause then any CT from any rout caused. Move the rout.
Remove autobroken or reduced to 1 base and any CT's this may cause, any CT from any resulting rout, move those routs
The active player always moves first, except for pursuers, but decides the order of CT's and other events. e.g. If the inactive player wishes to test not to pursue it may make a difference to the active players actions.
thanks!philqw78 wrote:Moves-
Break Offs
Commanders
Routers and Pursuers
Events- some of these may cause more movement
Remove Scythe Chariots
CMT to stop looting or pursuing
Bolstering
Roll to inflict commander loss and the CT's this may cause then any CT from any rout caused. Move the rout.
Remove autobroken or reduced to 1 base and any CT's this may cause, any CT from any resulting rout, move those routs
The active player always moves first, except for pursuers, but decides the order of CT's and other events. e.g. If the inactive player wishes to test not to pursue it may make a difference to the active players actions.
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jfnavarro
- Corporal - Strongpoint

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- Joined: Thu Aug 24, 2006 7:54 pm
- Location: Zaragoza (España)
I think this is a definitive opinion:
viewtopic.php?t=6043&highlight=sequence+events
viewtopic.php?t=6043&highlight=sequence+events
Authors response.......
The sequence of events in the rules is sacrasanct as per the table on page 168
In the event that anyone feels it matters - and I too have never yet come across on in 150+ games - then the active player chooses the sequence in that line in the JAP. So if there is an issue where 2 break off may collide for instance the active player chooses the sequence of break offs and may therefore influence which one is now in charge reach of opposing foot.
So I am sure it will happen at some point to me but I haven't had it yet.
BUT it never overrides page 168 - it is only for if there is anything within one item e.g. Move Commanders. So you can't choose to do break offs last for example...
Si
I'll have a stab at this.......
The rules for the joint action phase states:
As people have already pointed out - it's rarely of importance, but their are instances when it may be.
The rules for the joint action phase states:
Taking the last sentence - I would say that the active player will normally move first, but may - at his choice - ask his opponent to move first.The final phase is a common phase in which various outcome moves are actioned. In addition, both sides’ commanders get a chance to move to new positions and attempt to bolster or rally unsteady troops.
The order rarely matters, but the active player moves his troops first, or decides the sequence of events, should either side feel this is necessary..
As people have already pointed out - it's rarely of importance, but their are instances when it may be.
