That wouldnt work because the premise behind the TT and PC games is that A its your turn and you have impact troops that are in range of enemies YOU get to decide to charge them at targets of your choice. B If you dont (ie just ignore them or attempt to move them without impacting another troop) THEN they test to charge by themselves. If the game tested all your impact at the beginning you would lose that choice on how , what order and what targets you want to charge into....Xiggy wrote:I wonder if in the Digital version of the game they could move anarchy to before movement. Just like the table top instead of doing it when you touch a unit. Then you would know what you were dealing with. Currently I see anarchy checks after all movement. That is out of sequence.
I am not sure what problems that would introduce, but S&S is in beta now, so it might be the time to look at that.
Think how mad you would be if you have a Knight that can charge the rear of an enemy winning the game for you but is also in range of a elite pike unit, the game tests at the beginng of your turn and charges the knight cause it fails its test (even though you were going to charge with it anyways!) Based on Murphies law, which random target do you think the knight will go after
Having it happen at the end of the turn is the same thing really...
I really cant think of a way around it without a dedicated "phases" in the game






