1. Third time lucky. If the 1st unit fails its activation, it is done but a 2nd unit may try. If it fails, it is done but a 3rd unit may try. If it fails then the player's turn is over. Once one unit has been activated, the first failure ends the player turn.
2. Love your friends. The 3" rule for enemy holds but units may move as close as 1" to friends. A unit moving to contact an enemy may not ride through one units 3" zone to attack a unit farther away but it can attack the closest enemy or the middle of a line of units even if this violates the 3" rule for a unit farther away or to the side of the target.
Both rules helped ALOT! Mind you I still had a couple of player turns where no one activated. Not many though.
|For the first few turns the Goth's catapult was their only unit showing. A charge by the Duke drove it back into the woods where he left it but by the time he met the King of the Goths most of his bodyguard had been crushed by comic book rocks.|
I made the wagons into 3 "units" of 2 stands each and allowed each to move with a unit which was touching it. The unit was assumed to be spread up and down the line so any attack on the wagons was an attack on the escort.
|The Roman cavalry has sallied forth but not in time to prevent the Duke from being wounded by the Goth King.|
I am decided on restoring the bases though and the 2 stand units will stay! (for battles, not Prince Valiant skirmishes)