|FIRST THINGS FIRST|
Brief Outline of the Sequence of Play
One immediately noticable way in which Millennium Edition differs from 1st edition is in the turn sequence. In the game as it stands, one player completes all his moving, shooting, firing and whatever before play passes to his opponent who then does the same. In N:me, however, players alternate taking an action with one of their models - both sides alternate moving one model at a time, then both sides alternate shooting one model at a time and so on. Therefore there are no longer player turns and game turns, just Turns, making it easier to remember which one you are on!
To keep things proceeding in some kind of order, each turn is divided into four sections called PHASES. All actions for a phase are completed before moving on to the next, so the movement phase only ends when all models (on both sides, remember) wishing and able to move have done so.
Exectly what a model may do and how is detailed with in the section of the rules that deals with that phase, so all the things you need to know in the movement phase can be found in the section about the movement phase. However, a brief overview of the turn is provided below to help you understand how the turn is structured.
THE TURN SEQUENCE
In the movement phase, models may move around up to 4" as they wish and will suffer no ill effects for it. However, you may also choose to remain stationary - either in order to aim your weapon (giving you a bonus on your accuracy roll in the shooting phase) or to fire faster (allowing you to fire in the movement phase AND the shooting phase!). You may also opt to run if you are too far from the action, or charge if you are too close!
This phase is frequently a bloody one, as both sides open up on each other with everything they have! There isn't much to it, really - pick a model, pick a target, roll to hit and resolve any damage caused. Models that remained stationary in the movement phase and chose to aim get a bonus for doing so and models shot down before they fire miss their chance!
Though this phase will quite often pass without occurence, it can be just as deadly as the shooting phase - perhaps even more so if the right gangs are involved! As with the shooting phase, action is pretty straightforward. All combats currently raging are fought out, which usually results in an early shower for one fighter or another - to put it mildly!
As the name implies, this phase "cleans up" the mess that the others made. Wounded fighters try to get back to their feet or pass out due to their injuries, guys running for their life get a chance to calm down and so on. It is also the time when the victory conditions for the scenario being played are checked - have you won or lost? This is when you find out!