This does seem to be breaking some of the game mechanics. I've had a few cases where a soldier ended his turn with 2 AP, but lost the AP because he didn't have any aliens in his front quadrant, then an alien from out of sight down a corridor to the side, would rush up and get a couple of attacks on the soldier, and the soldier had no chance to do anything. That just doesn't seem right. Not only does it feel really unfair, but it seems to go against the intention of saving AP to be able to react to enemy movement. If a soldier ends his turn with 2 AP, an alien shouldn't be able to rush up and get multiple attacks on him w/o the soldier being able to do anything.
Maybe the rule should be changed so that instead of just checking for opponents in the front 90 degrees (which is what I'm guessing the code does based on other threads I've seen), check for aliens in the front 180 degrees.
Or maybe the aliens are just moving too fast for the way the game was designed and they need to be slowed down.
What do other people think? I've been saying a lot in this thread, but there are plenty of others out there who have a lot more experience with this game who could probably offer very valuable opinions.
khearn - the feedback about the move speed is great. The defensive turn structure means that even if you start the turn with 2 AP, if an alien enters your radius very late in its turn (or is ... moving very fast!) then you're AP may have already burnt out. Looks like we need to cross-check this rule against the new movement speeds and fix something in there.