Still haven't done anything about those video tutorials...
Anyway, Evolution has been well tested now and seems to work fine. Time to start looking specific rules for forces being under the system.
Marines: I can't recall if I put it in the rules or not but HQ units for Companies do NOT get a separate activation. The HQ unit must be activated along with another unit from the company that it is attached to. Note that the unit the HQ is activated alongside can change throughout the game. For example, there are typically 3 units in a company. The HQ could activate along with unit 3 in turn 1, unit 1 in turn 2, and unit 2 in turn 3 if desired.
IG: Same as for Marines, Company HQs must act at the same time as one of the units they command. The one exception to this are Superheavy Companies. Because of their small size, the Superheavy HQ is allowed its own activation. Commissars are also subject to the same activation rules as Company HQs. Players may opt to activate a Company HQ and Commissar along with a unit in their company.
Orks: units with on board Nobz gain their own activation, but they will still have to observe the Ork mob rule. For example, one Clan has 3 Skullhammas. This means that the Skullhammas will count as 3 separate activations. However, because they are bound by the same mob rules, the Skullhammas must ensure they finish their move within 6cm of one another. If this is not possible for whatever reason, they must try to reform during the next turn. The main purpose of this rule is to attempt to balance out the number of activations that the Ork army receive.
So far I haven't found any force specific rules I want to apply for Eldar, Chaos or Squats...yet!