This makes sense. I was thinking earlier today how it would be nigh-impossible to win any melee or charges if your team lost initiative (you just step out of the way of the charging space triceratops). This makes it where, depending on the order, you can still win a melee. Same thing goes for making attacks with weapons.2. The team that lost the Initiative chooses one BattleMech and moves it first. If this team has more units than the team that won the Initiative, it may need to move more than one BattleMech, as described in Unequal Numbers of BattleMechs, p. 11.
3. The team that won the Initiative moves one BattleMech. If this team has more BattleMechs than the team that lost the Initiative, it may need to move more than one BattleMech, as described in Unequal Numbers of BattleMechs, p. 11.
Movement alternates between sides until all BattleMechs have been moved. Each time a player is required to move a BattleMech, he may designate a movement for any BattleMech that has not been destroyed, even if the move is to simply stand (or lie) immobile.
Order goes like this:
So, your weapons technically go off before the triceratops charge.Initiative Phase
Weapon Attack Phase
Physical Attack Phase
Also, when we get in 'mechs, keep this in mind:
Not going to follow that rule for person movement, though. People aren't 60-ton walking machines. I also think we used to require a piloting roll for facing changes > 2 sides while running? You guys may remember differently, though.A BattleMech can move forward into the hex it is facing or backward into the hex directly to its rear. It cannot move into any other hex unless it first changes its facing...
Changing a BattleMech’s facing costs 1 MP per hex- side changed. For example, a 180-degree turn would cost a BattleMech 3 MP.