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Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
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Doug Centurion

Joined: 12 Apr 2006 Posts: 1412
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Posted: Wed May 19, 2004 6:29 pm Post subject: Prorating movement to contact |
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> When countercharging a unit out of your charge reach, how
> is movement between the two units split?
>>It is prorated until they make contact or the countercharging body
>>is out of movement - in the latter >>case the charger finshes the
>>remaining movement to contact.
>>Jon
The process of how to do the "prorated" movement is open to
interpretation. The strictly correct way is to do the mathematical
calculation.
But the most common way is probably to move both 1/4 of their
movement, then another 1/4 or 1/8th, etc. --but when the fraction
stops being an even "tens" of millimeters, it gets fiddly.
There is room for disagreement about when to "just move them both
half the remaining distance from this point" because there may be
some advantage for being a few millimeters forwards or backwards.
An easier to use & precise rule might be "move each 1/4 of its own
movement until the remaining distance is equal or less than 1/4 of
the shorter move; then move each body half the remaining distance
into contact."
There is also some ambiguity when there is a wheel involved; should
the measured distance be the maximum based on the outside of the
wheel, or the minimum based on the inside point (which will
eventually goe straight forwards into contact) ? When the charger is
wheeling and the countercharger is moving straight ahead, the point
of measurement is important.
--
Doug
The price of freedom is infernal vigilantes
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joncleaves Moderator


Joined: 29 Mar 2006 Posts: 16447
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Posted: Wed May 19, 2004 6:37 pm Post subject: Re: Prorating movement to contact |
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In a message dated 5/19/2004 11:29:50 AM Eastern Daylight Time,
rockd@... writes:
> There is also some ambiguity when there is a wheel involved; should
> the measured distance be the maximum based on the outside
> of the
> wheel, or the minimum based on the inside point (which will
> eventually goe straight forwards into contact) ?>>
All wheels in Warrior include the movement while wheeling in the total of the
move. All moves employing a wheel measure the movement from the outside edge of
the wheeel.
J
_________________ Roll Up and Win! |
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Doug Centurion

Joined: 12 Apr 2006 Posts: 1412
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Posted: Wed May 19, 2004 6:59 pm Post subject: Re: Prorating movement to contact |
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>In a message dated 5/19/2004 11:29:50 AM Eastern Daylight Time,
>rockd@... writes:
>
>> There is also some ambiguity when there is a wheel involved; should
>> the measured distance be the maximum based on the outside
>> of the
>> wheel, or the minimum based on the inside point (which will
>> eventually goe straight forwards into contact) ?>>
>
>All wheels in Warrior include the movement while wheeling in the
>total of the move. All moves employing a wheel measure the movement
>from the outside edge of the wheeel.
>
>J
Jon, you are begging the question. I'll try to restate:
Suppose you are charging, and need to do a 45 degree wheel and then
go straight ahead.
But the countercharger only needs to go straight ahead.
Which distance will be prorated- the longer distance of the charger,
or the shorter distance of the countercharger?
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joncleaves Moderator


Joined: 29 Mar 2006 Posts: 16447
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Posted: Wed May 19, 2004 7:10 pm Post subject: Re: Prorating movement to contact |
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In a message dated 5/19/2004 11:59:14 AM Eastern Daylight Time,
rockd@... writes:
> Which distance will be prorated- the longer distance of the
> charger,
> or the shorter distance of the countercharger?>>
Both. I can't see how you could prorate only one thing...
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Doug Centurion

Joined: 12 Apr 2006 Posts: 1412
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Posted: Wed May 19, 2004 7:39 pm Post subject: Re: Prorating movement to contact |
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>In a message dated 5/19/2004 11:59:14 AM Eastern Daylight Time,
>rockd@... writes:
>
> > Which distance will be prorated- the longer distance of the charger,
> > or the shorter distance of the countercharger?
>
>Both. I can't see how you could prorate only one thing...
Well, the word "pro-rate" implies that there is an exact answer which
can be calculated by doing math using a given starting distance as
the input value. Its the classic "two trains travelling at different
speeds towards each other on the same track..." problem. But it only
works when both trains are travelling the same distance, ie directly
towards each other. In a wheeling situation, there are two different
distances involved.
You cannot prorate two different distances; the equation only allows
for one starting value. The answer is the fraction of the distance
each train moves before colliding. The two fractions must add up to
unity.
You seem to be saying that you meant people to do what they actually
do-- estimate the answer by doing stepwise iterations until the next
step is "inconveniently close," and then just split the difference.
But that is an inexact answer, and therefore not "prorated."
I'm just saying that deciding when the next step is "inconveniently
close" is open to argument, and offered a rule wording that would say
_exactly_ when to split the difference so there could be no arguments.
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joncleaves Moderator


Joined: 29 Mar 2006 Posts: 16447
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Posted: Wed May 19, 2004 7:53 pm Post subject: Re: Prorating movement to contact |
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In a message dated 5/19/2004 12:39:32 PM Eastern Daylight Time,
rockd@... writes:
> In a wheeling situation, there are two different
> distances involved.>>
let's say that an HC is dead to a HCh who is at an angle to the HC. The HC
charges and the HCh countercharges and has to wheel to do so.
In 99% of cases, players will eyeball this and that will be good enough.
In the other 1%, move the HCh, including through its wheel, 3/4 of the rate at
which you move the HC until they make contact (120p is 3/4 of 160p).
J
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Doug Centurion

Joined: 12 Apr 2006 Posts: 1412
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Posted: Wed May 19, 2004 8:28 pm Post subject: Re: Prorating movement to contact |
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>In a message dated 5/19/2004 12:39:32 PM Eastern Daylight Time,
>rockd@... writes:
>
>> In a wheeling situation, there are two different
>> distances involved.>>
>
>let's say that an HC is dead to a HCh who is at an angle to the HC.
>The HC charges and the HCh countercharges and has to wheel to do so.
>
>In 99% of cases, players will eyeball this and that will be good enough.
>
>In the other 1%, move the HCh, including through its wheel, 3/4 of
>the rate at which you move the HC until they make contact (120p is
>3/4 of 160p).
>
>J
I agree that the iterative, stepwise process usually works and is in
fact the way people do it.
BUT it is NOT what the rules say to do.
The only way to resolve Zeno's Paradox is to do the math; but you can
only do the math when both units are moving straight ahead (ie thru
the same distance).
Just nit picking in the quest of perfection...
There WILL arise a tournament situation where one player wants the
point of contact to be 5mm different fron the other player in order
to gain some advantage. The iterative process doesn't always allow
accurate measurement of the final, small step. Therefore I suggested
a wording that would define a point at which you would just split the
difference. You can always more accurately divide the distance by
two than by 1/3 : 2/3 or 1/4 : 3/4 etc.
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