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Psykostevo

Command abilities misprint.

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If the Command Squad loses the Radioman it can no longer use Artillery Strike, Field Repair (bring back walker) and We're Going Back Out There (bring back squad). It can still use Get Moving You Bunch of Monkeys (reactivate unit), but it can only do it to an adjacent unit.

Keep your Radioman alive!

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I found it interesting when I first looked at the comand squads.  The radioman is the most important element for the squad, and the heavy weapon the most likely first casualty to be given up.

It makes good sense that the skills that require off board assistance (the returned units are effectively reinforcements instead of healed/repaired) or direct communication with a specific unit (Artillery Strike or extra activation) would need a radio to allow the ability to work away from the command squad.  The minor healing/repair skills always requiring adjacent contact also made sense.

All in all, I like the way the command squads function.

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