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Skirmish Dice: Strange Front › How each tab works › Activate

Activate tab icon
Tab 3 of 6 · Skirmish Dice: Strange Front

The Activate tab

What this tab is for

The Activate tab is a checklist of your squads. You tap each one when it has acted, so you never lose track.

Tap a heading below to open or close it. The page remembers which ones you left open.

Activate tab on a phone, with numbered labels: 1 Turn number; 2 How many are done; 3 End turn; 4 Edit list; 5 New game; 6 Tap a card to mark it done; 7 Pins and losses counters
The Activate tab (dark theme)

When you'd use this tab

Use the Activate tab when:

  • At the start of the game, you add your squads by name.
  • Each time a squad acts, you tick it off.
  • A squad gets pinned or loses models, and you want to keep count.
  • Everyone has acted, and you end the turn.

Why use the app for this

Doing it by hand works, but the app makes it easier:

  • No more tokens next to each model that get knocked over.
  • A bar shows how many squads are done, like “2 of 5”.
  • Pins, losses, Guts, Luck and Rift live on one card for each squad.
  • Vehicle damage sits right on the vehicle's card.
  • End turn clears every tick in one tap.

How to use it, step by step

Try it: you have three squads: Alpha, Bravo and a Walker.

  1. Open the Activate tab. Scroll down to the box that says “Squad 1”.
  2. Type Alpha and tap Add. Do the same for Bravo and the Walker.
  3. Alpha acts first. Tap Alpha's card. A green check shows up, and the top says “1 of 3”.
  4. Bravo gets shot at and takes a pin. Tap the + next to PINS on Bravo's card.
  5. When the last squad acts, the app asks “End turn 1?”. Tap End turn. Every check clears, and the turn becomes 2.

Where things are on the screen

The numbers on the pictures match the list under each picture. Gold boxes show where each thing is.

Activate tab on a phone, with numbered labels: 1 Turn number; 2 How many are done; 3 End turn; 4 Edit list; 5 New game; 6 Tap a card to mark it done; 7 Pins and losses counters
  1. Turn number
  2. How many are done
  3. End turn
  4. Edit list
  5. New game
  6. Tap a card to mark it done
  7. Pins and losses counters
Activate tab on a phone, with numbered labels: 8 Type a name; 9 Add
  1. Type a name
  2. Add

Top

Activations header
The tab title.
New game
Top right. Starts a new game. It does a Quick reset unless you pick Full reset in Settings.
Turn and Activated
Big numbers: the turn, and how many squads are activated, like “1 of 3”. A green bar fills up as you go.
Pin count
If any squad has pins, a line says how many pins in all.
End turn
Clears every check mark and adds 1 to the turn. Pins stay.
Edit list
Lets you rename, recolor, tag, move or remove cards. Tap Done when you finish.

Middle

Squad cards
One card per squad. Tap the top of a card to mark it activated. It gets a green check and turns dim.
Counters
PINS and LOST, each with − and +. Clear pins sets pins to 0. A second row has Guts, Luck and Rift counters.
Vehicle cards
A vehicle card also has + Sup, + Full, Undo, Immobilized and Knocked out.

Bottom

Add box
Type a name and tap Add. If you leave it blank, it is called Squad 1, Squad 2 and so on.
Edit mode extras
In Edit list, each card gets colors, a short tag (up to 6 letters, like HQ), the type (Squad or Vehicle), ↑ and ↓ to move it, and Remove.

Why it matters in the game

  • In most skirmish games each squad acts once per turn. Ticking them off stops a squad from acting twice, or being forgotten.
  • Pins can make a squad worse at fighting. Tracking them keeps the rules fair.
  • Losses on the card also show up on the Losses tab, so the score is the same in both places.

What the words and numbers mean

Squad
One group of models on the table. Each squad gets its own card.
Activated
This squad has acted this turn. It shows a green check.
Turn
One round where every squad gets a chance to act.
Pins
Marks put on a squad that is under fire. They stay from turn to turn until you clear them.
LOST
How many models this squad has lost.
Tag
A short label of up to 6 letters, like HQ or A1.
Vehicle
A card type for tanks and other machines. It adds damage buttons.
Superficial / Full
Two kinds of vehicle damage. + Sup adds light damage. + Full adds heavy damage.
Immobilized / Knocked out
Switches for a vehicle that can't move, or is out of the fight.
Guts, Luck, Rift
Three point counters on each squad card. Use them the way your rules say.

Good to know: undo and saving

  • Tap a card again to take the check mark away.
  • On a vehicle, Undo takes back the last damage mark.
  • Remove asks first. Removing a squad can't be undone.
  • Everything here is saved on your phone, even if you close the app.
  • Don't want the End turn question? Turn off Prompt to end turn in Settings.
  • Unit card size in Settings makes the cards Compact, Normal or Large.

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