Si, he buscado el manual y leyendo estos puntos, queda claro que el CO HQ, activa a todos los subordinados que quiera (si puede hacerlo) en su impulso. Luego se roban cargas para cada uno de ellos y se les asignan los puntos de mando correspondientes. Y tras eso, vamos realizando el impulso de cada uno de ellos, pero ahí, es cuando debemos terminar con el primero para pasar al siguiente.
B. Company HQ (CO HQ) Impulse
If activated by the BN HQ, draw an Action card for the CO HQ, giving it a number of commands this turn equal to the Activated Commands number (in the helmet) on the Action card, as modifed by the Command Draw Modi ers Chart (4.1.2). Then expend these commands for Actions (subject to the limitations in 4.13) as per the Action Menu (4.2) on any friendly units in play and in communication and have those units execute the Actions. You may also save the commands up to the maximums (de ned by Experience Level and time of day). You may expend previously saved commands at this time, too.
You may also activate a PLT HQ or CO Sta this Impulse if it is on the same card as a runner in Good Order that was dispatched on a previous turn. Return the runner to the CO HQ and mark it Exposed. You may dispatch the returned runner the same Impulse it returns.
Luego por cada subordinado activado realizado su impulso:
C. Platoon HQ (PLT HQ) or Company Staff (CO Staff) Impulse
Draw an Action card for each PLT HQ or CO Sta activated in the preceding Impulse, in any order you choose, and give it a number of commands this turn equal to the modified (4.1.2) Activated Commands number. Then expend these commands for Actions (subject to the limitations in 4.13) on any friendly units in play and in communication (4.2). You may expend a PLT HQ command only on units that belong to or are attached to that HQ's Platoon. You may also save the commands up to the maximums (de ned by Experience Level and time of day). You may expend previously saved commands at this time, too.
You must finish spending Commands from one PLT HQ or CO Staff unit before expending Commands from another such unit.
Lo que me había confundido, así de memoria, es que debe terminar cada uno de ellos totalmente, para comenzar con el siguiente.
B. Company HQ (CO HQ) Impulse
If activated by the BN HQ, draw an Action card for the CO HQ, giving it a number of commands this turn equal to the Activated Commands number (in the helmet) on the Action card, as modifed by the Command Draw Modi ers Chart (4.1.2). Then expend these commands for Actions (subject to the limitations in 4.13) as per the Action Menu (4.2) on any friendly units in play and in communication and have those units execute the Actions. You may also save the commands up to the maximums (de ned by Experience Level and time of day). You may expend previously saved commands at this time, too.
You may also activate a PLT HQ or CO Sta this Impulse if it is on the same card as a runner in Good Order that was dispatched on a previous turn. Return the runner to the CO HQ and mark it Exposed. You may dispatch the returned runner the same Impulse it returns.
Luego por cada subordinado activado realizado su impulso:
C. Platoon HQ (PLT HQ) or Company Staff (CO Staff) Impulse
Draw an Action card for each PLT HQ or CO Sta activated in the preceding Impulse, in any order you choose, and give it a number of commands this turn equal to the modified (4.1.2) Activated Commands number. Then expend these commands for Actions (subject to the limitations in 4.13) on any friendly units in play and in communication (4.2). You may expend a PLT HQ command only on units that belong to or are attached to that HQ's Platoon. You may also save the commands up to the maximums (de ned by Experience Level and time of day). You may expend previously saved commands at this time, too.
You must finish spending Commands from one PLT HQ or CO Staff unit before expending Commands from another such unit.
Lo que me había confundido, así de memoria, es que debe terminar cada uno de ellos totalmente, para comenzar con el siguiente.
