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Yes, if they also understood what they were writing, it would be even better.
I've always been annoyed by the fact that people post some well-written article in English and are pleased with it, as if there's nothing to not understand. This is not good! BUT! Fortunately, we live in the 21st century, and such difficulties are not an obstacle for us... http://www.translate.ru/
ORDER OF TURN RULES Each round consists of four phases, in the proper order: 1. Normal Phase 2. War Machine Phase 3. Morale Phase 4. Wait Phase NORMAL PHASE Creatures act in order of decreasing speed. If there is a speed tie among opposing units, then the player whose unit is acting first is the one whose unit acted just before, and vice versa. After that, the order of turns simply alternates between units of player A and player B (alternating rule). This is true in all cases except for the beginning of round 1, where the attacker always acts first in case of a speed tie. For all other rounds, the rule applies: if a unit acted last in the previous round, player B will act first in the next round in case of a speed tie. War Machines are a factor in this case, even if they are not under the player's control. If there is a speed tie among units in the same army's turn order, it is determined by the left-hand rule of the gap. WAR MACHINE PHASE Ballistae always act before Catapults (left-hand rule). Supply Wagons are irrelevant. If a unit of the player whose unit acted just before, then the Ballista of player B, will act first, and vice versa. If a player has Artillery and/or First Aid skills, they can wait with a Ballista/First Aid Tent. Again, the order of turns simply alternates, as the wait phase for War Machines follows immediately. MORALE PHASE Units that receive morale in the normal phase and wait instead of acting here begin with the first unit that received morale. The order of turns in this phase cannot be changed by any period of speed effect. WAIT PHASE Creatures act in order of increasing speed. If there is a speed tie among opposing units, then the player whose unit is acting first is the one whose unit acted just before, and vice versa. After that, the order of turns simply alternates between units of player A and player B. If there is a speed tie among units in the same army's turn order, it is determined by the left-hand rule of the gap (so, not opposite, but the same as in the normal phase). SPECIAL CASE: CITY SIEGE, WHEN A FORT, STRONGHOLD, OR CASTLE IS BUILT Turrets always act before the attacker's Catapult; Artillery and Ballistics skills are irrelevant. If a Turret waits, it will take its turn in the War Machine Phase. If a Catapult waits, it will take its turn in the War Machine Phase. FEATURES If a unit is blinded/killed/stunned (regardless of when it was blinded/killed/stunned), it will take its turn as soon as it has the highest speed, if it is the normal phase, or the slowest speed, if it is the wait phase. The alternating and left-hand rule of the gap usually applies. If a unit moves (or receives bad morale) and is killed and resurrected, it will not act again in the same round. A cloned unit will follow the alternating rule, but it will not follow the left-hand rule of the gap: if there is a speed tie between 2 or more stacks in the same army, and a clone is cast on any of them, the cloned stack will act after all other stacks have acted.