If you could play an order from the strategic map on the same turn you placed it, there would be little reason to play 3-cost initiative cards from your hand, since you'd only be paying a maximum of 2.
Equally, forcing you to program your moves in advance gives your opponent the ability to bury your orders beneath theirs - stack management is a major part of the game.
Thanks both of you for the answer. I get why this rule is there and since I didn't played the game yet it's really confusing.
Maybe after a couple of plays it'll all get together and i'll get the meaning for it. Theorically I can see why it's there (prevent playing high initiative actions for less) but i'll clearly understand the purpose after actually playing the game!
Since ur new to the game, I'd also like to add a quick word of advice:
Prior to playing ur 1st game, take the time to read the rulebook at least twice. The reason I say this is because -although well written (mind you, some may disagree); HH is a bit rules heavy, and you may find yourself flipping back to the rulebook more often than necessary, thus creating down-time and possibly a poor opinion of the game.
But trust me, once you got at least 3-4 plays under ur belt; the beauty of HH will shine brightly !
The traitor is allowed to play straight on the stratmap on his first turn, the cards he placed during setup. Drop pods and port landing.
If you allowed direct play of cards on the stratmap, emperor could assemble on the palace, board the vengeful spirit and kill horus right at the beginning of the game. Waiting for iniative change means you need carefull planning, and an unsuspecting traitor player. You will need at least 3 initiative to A/BA/Assault on the vengefull, wich is rare, unless you can force traitor iniative counter forward during combat to gain enough initiative, or by event.