Capt. Tony Garabaldo:
IIRC-
Any of our units can operate in depth 1 water.
We get a move bonus for traveling on a road.
There is a gunnery minus for movement used.
I believe-
The 'two roads' are the edges of one road, just drawing it was the problem.
We can get up to about 6 hexes, maybe closer if the road gives us a bonus.
I would opinions on-
Should we get up close? I don't have time to study the weapons right now, but I'd like to stay at our longest range that's effective and hopefully they have shorter range weapons, but I think they're actually the exact same stuff.
Where should we start? If we do get a road bonus, that's be about the only thing that would make a difference.
Should we call the Ferret in right away? I'm thinking, might as well, but then again it'd be more effective if we wait for the infantry to dismount.
Hopefully, I'll have more time later tonight to study a bit more.
All your units can be in water, the locust will be knee deep in it, but i can be in water.
The road, is two roads. It's coming and going traffic lanes, that the Combine has decided to use both roads for their purposes, since traffic is light to non existant.
Starting on the road, staying on the road, ending on the road provides a +1 movement bonus to cruise speed. (Peg will go 9/14 and Harraser will move 11/17)
Tony can call for Bailey to make her attack run any time he wants during the intiative phase, and she will show up the following phase. The player controling Bailey will pick the path of her attack run, and the target(s). None of you were around when i used Ferret Daisy Cutters, so the phrase is meaningless to you, but i'll mention it now so that you know what they are for future reference.
Tony you still need to assign who's running the Locust, Commando, Ferret