Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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angled charges

 
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PostPosted: Thu Jan 04, 2001 4:10 am    Post subject: angled charges


I'd go with the #2 solution. After all the rules assume
some dither time anyway which logically would be eliminated
in this situation.
Of course, I'd even prefer an old fashioned WRG VI game, but
that's like wishing we could rerun the elections or
something Smile
Arthur

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joncleaves
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PostPosted: Wed Jan 24, 2001 7:04 pm    Post subject: Re: Angled charges


Mike

My experience is that this most often occurs to units of LI/LMI/LHI that are 3
elements wide where one end is within 120p of the enemy but the other is not.

We have decided upon a version of #2, but I do agree with you in principle.

Jon


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PostPosted: Wed Jan 24, 2001 11:15 pm    Post subject: Angled charges


John,

I go with number one. How often do you see a six wide element of LC?
Also, it probably would not fit in most cases. Besides, the movement
rates, distances, and time span are approximations. If the leading
group of any change made it to the target, the rest would plow in
moments later. They would not stop and say oh, I can't move that far
in the time alloted. This tendency to take milimeters seriously in a
game whose basis is more guesswork, averages, and approximations than
anything else does nothing for determining what the actual results
would be.

Mike

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