Basic rules and Unit cards Infomation
I think you should fix you link so when you click it, it takes you to your website. But overall the site is nice and simple enough to navigate. Good job.
Some of the passages are definitely wrong according to what we already know from the demo games.
"
The command phase decides how many of your units go before your opponent activates any units."
The command phase decides which player goes first, but then it's alternating. It does not allow you to activate multiple units before the other player can make his first activation.
"
These cards are assigned a
pip cost
; the higher the pip cost, the more units you get to place a command token next to"
The pips don't say anything about the unit count you can give commands to. It says, if you have higher or lower initiative. For example the standing orders has 4 pips but you can give orders to only one unit.
11 hours ago, MasterZelgadis said:Some of the passages are definitely wrong according to what we already know from the demo games.
" The command phase decides how many of your units go before your opponent activates any units."
The command phase decides which player goes first, but then it's alternating. It does not allow you to activate multiple units before the other player can make his first activation.
" These cards are assigned a pip cost ; the higher the pip cost, the more units you get to place a command token next to"
The pips don't say anything about the unit count you can give commands to. It says, if you have higher or lower initiative. For example the standing orders has 4 pips but you can give orders to only one unit.
On the first point, you're definitely correct by my understanding. On the second point, I think you and the passage are both kind of correct. You're right that the pip number determines who activates first, but it also indicates how many units get a command token assigned to them, rather than having to wait for their corresponding token to be drawn at random. The logic being, I guess, that if you're issuing fewer orders than your opponent, the ordered units can get to it quicker.
Standing Orders is a 4 pip and only 1 unit. Then you return the card to your hand.
At 1:25 you can see this card.
7 hours ago, Portage said:Standing Orders is a 4 pip and only 1 unit. Then you return the card to your hand.
Okay, I'm confused. How do we know this is what it does? In the Team Covenant demo video, Alex Davies says that the number of pips is the number of units you can activate. Is there a special exception for Standing Orders?
8 hours ago, General Zodd said:On the first point, you're definitely correct by my understanding. On the second point, I think you and the passage are both kind of correct. You're right that the pip number determines who activates first, but it also indicates how many units get a command token assigned to them, rather than having to wait for their corresponding token to be drawn at random. The logic being, I guess, that if you're issuing fewer orders than your opponent, the ordered units can get to it quicker.
Generally this seems to be true, more units = slower. But with the exception "Standng orders". 4 pips but only 1 unit. But you can play it again. But with this exception, you can't say the pips show the number of units activated. There is a reason, why it is separated on the cards. Maybe we get other cards in the future, that can command more units but also activates fast, or vice versa.
7 hours ago, General Zodd said:Okay, I'm confused. How do we know this is what it does? In the Team Covenant demo video, Alex Davies says that the number of pips is the number of units you can activate. Is there a special exception for Standing Orders?
roll back a bit in the vid, that's correct for some of the generic orders (initiative pips = units activated). Standing order is the exception in that you'll always have it and thus always have a command to play. It also remove rng (assuming the preview page was correct) From the showcase page -
"Ordering a unit in the command phase simply places an order token next to that unit. Then, during the activation phase, you have a choice—activate a unit that you ordered during the command phase, or draw a random order token from your order pool, which forces you to activate a unit of the same rank."
So that's then a choice between getting all your units activated in the order you want vs leaving that to rng but having some battlefield altering abilities flying around. If the game goes to 8 turns (heaven forbid) you'll still have a command card available......
Then you add to that if you go big you're likely to go last, risking nasty surprises from your opponent .... and you have something that's a lot more complex than it appears with a ton of nuance and layers to the battlefield structure.
As an example an ambush might be the difference between having a pinned unit fall back before it could recover while an assault means you can focus fire quickly within the round.
Edit: It also occurs to me this is going to have a huge effect on force makeup. A smart commander may for example take all regular troops with 1-2 heavies, using the command cards to activate the heavies as often as possible meaning there is no rng to the random picks........... ofc then that may gimp the commander if they want to get across the battlefield and stuck in (There is a range 1-2 on the command orders without other text in play).
Edited by Ralgon