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#80360
Tim Snoddy
Participant

Another couple of variants I have used and rather like and put forward for consideration as optional rules.

7 Units needing to take a morale test when the battlegroup actions are completed are unable to move closer to enemy.  This means fire can be used to pin enemy units giving another tactical level.

8 The same unit can only make a maximum of two snap actions a turn.  One movement and one fire (if of a type allowed to do so).  This means every successful snap action does not go to the same unit with the best firepower.

I realise these may push the boundaries of what people can remember without on table markers.  Personally I don’t have an aversion to same.