Rush & Rotation
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Issue an order to 4 soldier units to reinforce success or rotate and pull back. An ordered unit may move up to 6 hexes, but must end its move in a hex adjacent to a friendly unit. Units may move through friendly units and terrain that is not impassable. Infantry, machine gun and mortar units are all considered soldier units and may be ordered by the play of the “Rush & Rotation” card. (1 card) |
pmiranda wrote: Imagine unit A ends its move next to unit B. Can unit B, as part of the same order, now move elsewhere? (meaning unit A won't end the activation adjacent to a friendly unit)
The cards reads;
"Issue an order to 4 soldier units to reinforce success or rotate and pull back. An ordered unit may move up to 6 hexes, but must end its move in a hex adjacent to a friendly unit. Units may move through friendly units and terrain that is not impassable.
Units may not combat this turn." (emphasis added)
so whether a unit is adjacent to another at the end of the activation is irrelevant, the only thing that matters is it being adjacent at the end of the moving unit's move. If the adjacent unit subsequent moves, that doesn't retrospectively change the previous movement.