Author Topic: (Answered) Overrun Combat  (Read 1546 times)

yergerjo

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(Answered) Overrun Combat
« on: 29 November 2011, 20:59:17 »
With Overrun Combat, does the controlling player make these extra moves/target declarations/weapons fire before their opponent?

My understanding of Battletech tactics has it that you want to move/declare/fire last for the best advantage.

The only way I see this being the beneficial as a Commander ability is if it allows their actions to occur prior to and independent from the rest of the order, (ie using Overrun Combat to move/declare/fire 2 units and have damage take effect prior to the enemy's move/declare/fire).

I just don't get the use of this one?
« Last Edit: 04 December 2017, 22:12:17 by Xotl »
Physical attacks for Griffin GRF-1DS (Bot1)
Punch (Right Arm) at Summoner Prime #2 (Jade_Falcon); needs 6, rolls 10 : hits (using Punch table) HD
Summoner Prime #2 (Jade_Falcon) takes 6 damage to HD. Armor destroyed, <<<SECTION DESTROYED>>>,
*** Summoner Prime #2 (Jade_Falcon) DESTROYED by damage! ***
Critical hit on HD. Roll is 9; 1 location.
<<<CRITICAL HIT>>> on Standard Cockpit.


Xotl

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Re: (Research) Overrun Combat
« Reply #1 on: 04 December 2017, 22:12:10 »
It allows their move and fire phase actions to occur prior to any other unit declaring movement (on either side) in the turn.
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0