Partially.
The real problem is that with Rogues moving last, they can get caught at the rear of the battle field, and not engage until their second turn.
Here's how it is:
Old way:
1. Rogues move somewhere in the early move sequence.
2. Rogues get hit and turn (this is if you advance wanting this to happen. Sometimes we do want to hide in a corner).
3. Rogues engage. Enemy losses.
4. Your 'reals' move. More enemy losses.
New way:
1. Range units hit Rogues.
2. Rogues advance, but cannot engage (not even if they become 'Fasts').
3. Enemy units advance engage X number of times.
4. IF there are 4 or more enemy units advancing before your next Rogue/Whatever sequence, your gonna lose 2 units
especially if there are short range units in the Combat Table. Probably your reals will be lost, but it really doesn't matter, does it?
5. If you lose 2 units in the first battle, you are most likely finished for a 2 wave attack.
6. Much of 3rd level, and some of 2nd level will contain some combination of short/long range units that equal 4.
For example, I just went against 4 Artillery and 4 Rifles. Piece of cake, right? 7 Rogues + 1 Cavalry.
Nope. Rogue/Cavalry never made it into battle. 4 Rifles and 4 Rogues, and a lot of luck was what was needed. Even so, I lost 1 and another had 1 life left.
The issue of hitting reals first does not occur in the old format, unless of course you just haul balls out first thing with your reals and that's the only thing the enemy can hit. It is a very real problem now, but you can still win 1 wave battles. Not so much 2 wave.
Since Rogue introduction, so many have 'OoooAwwwed' over the dual identity. It was the Rogue movement that gave the power to work effectively. Second lives are no good if they can't be used to your advantage. And now, they can't.
. . . . mk