
In this example we’ll look at Momentum Shifts based on the previous example where the Gundam had just destroyed a Zaku II.
The Zeon forces have 0 Momentum, there were 3 Zaku IIs near the destroyed Dom and their failed Morale saves gave [M+2] to the Federation forces.
Next up is a Zaku II, the player uses their Combat Action to accelerate giving them a total of 3 Move actions. For a Momentum shift, while the player has less than 3 Momentum, they gain 1 for each Move action that unit takes towards the enemy. As a limiting factor the move action requires a minimum of 3″ movement to gain [M+1].
The Zaku II uses all three move actions to move closer to the enemy, netting his forces [M+3]. He could have used his combat action to attack the Gundam but his machine gun alone wouldn’t be enough to deal with the tremendous Armored HP of the Gundam.
Next up is Kai in the Guncannon, he fires his cannons at a Zaku II and destroys it.

With 3 Momentum left the Zeon player is keen to use them. He has a Skilled pilot in a Dom hiding behind a rocky mesa. He activates the Dom, moves out of LOS cover and fires at the Gundam. He makes an excellent attack roll and uses [M-3] for Valor giving another +5 Hits.
With this deadly attack, Amuro in the Gundam utilized [M-3] on the Flash skill and narrowly dodge the attack. Now out of Momentum, the Dom uses their 2nd move action to move towards the nearest enemy and gain [M+1] thanks to a Momentum shift. It’s only 1 but that is worth a Focus action later.
Up next is a Guntank, who opens fire on the Dom who proves too nimble to pin down.
At this point the Federation player it out of activations. There is a limiter on Momentum shifts, that you cannot gain Momentum when your opponent is out of activations, this is to prevent horde armies from gaining superfluous amounts of Momentum while their opponent can do nothing about it.
So while there are still Zaku II’s on the field, moving them forward will unfortunately not generate any Momentum.