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Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
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Recruit

Joined: 12 Apr 2006 Posts: 104
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Posted: Sun Mar 06, 2005 7:34 am Post subject: Camps and Temporary Fortifications |
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A set of nested rules questions. I did look this up; I'm not clear on
the answers. I apologise for the boring and nitpicking nature of these
questions; I'm about to model some TFs and I'd like them to look good
and be effective and be fair.
TF=Temporary Fortification
1) Some lists (EIR for one) have TF listed as "to defend baggage camp"
or some such. What exactly does this mean? How close does the Baggage
have to be? Just behind the TF, or the only thing inside it? Since all
such TF are single 6E blocks, are these TF meant ONLY to make three
sides of a camp with the back table edge as the fourth side? Can any
troops get behind them to defend the baggage?
If this is not the case, what limitations are there on TFs marked "to
defend baggage camp?"
2) For all TFs, must a player use all 6E's purchased? Since I note
that TFs are terrain and must be placed as such, I assume that no 2 TFs
can be within 1E of each other. Can a player choose to deploy only 3Es
of a 6E ditch, for instance?
3) For all TFs, must they be straight? Should they be modeled on a
single base, or 6 bases, or the players choice? If they do not have to
be straight, are there conventions for the interior/exterior distances
of a curve, angle, or corner? Or can a player model whatever shape fits
on the legal base for his type of TF?
4) (I think I know the answer, but it doesn't say so anywhere...) Must
TFs once deployed be continuous? Can a player leave a "gate" in a TF?
[Different question/intention]Can a player use multiple TFs to build the
equivalent of a covered entrance?
a --------------\n b ________ \________c
where a is one TF, b is a second, and c is a continuous third with a
bend? [Historical note--this sort of covered entrance is found in
fortifications right back to the Bronze Age.]
5) Is there any kind of terrain over which TFs can be placed? It seems
logical that a player should be able to put his palisaded ditched camp
on a hill if available, but that's not what the rules say!
6) When facing an army (Feudal Japanese comes to mind) known to have TFs
galore, is it a legitimate tactic to use open space (or even brush, I
guess) to eliminate his ability to place TFs? Again, I suspect I know
the answer, but I'd like to know for sure. Because historical logic,
rather than the rules, suggests that every Roman army, at least, would
have its marching camp SOMEWHERE, regardless of the terrain... or
perhaps the rule represents the catching of such a force away from its camp?
Again, I apologize for the boringnature of these questions, but CWs is
coming and I need to build my camp and all its attendant goodies.
Thanks,
Chris C.
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joncleaves Moderator


Joined: 29 Mar 2006 Posts: 16447
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Posted: Mon Mar 07, 2005 5:47 pm Post subject: Re: Camps and Temporary Fortifications |
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A set of nested rules questions. I did look this up; I'm not clear on
the answers. I apologise for the boring and nitpicking nature of these
questions; I'm about to model some TFs and I'd like them to look good
and be effective and be fair.>>
A superb objective, and one I am pleased to help with.
<<TF=Temporary Fortification
1) Some lists (EIR for one) have TF listed as "to defend baggage camp"
or some such. What exactly does this mean? How close does the Baggage
have to be? Just behind the TF, or the only thing inside it?>>
I am pretty sure that Scott intended that as 'color'. I will ask, but there is
nothing in the rules or lists that I am aware of that *forces* you to take a TF
listed that way in contact with your camp. Note that normally (meaning without
a list rule) TFs have to be in the rear zone, so often they *are* used to
protect camps. But unless you hear from me otherwise, TFs listed that way just
have to be in the rear zone, not necessarily in contact with the camp.
<< Since all
such TF are single 6E blocks, are these TF meant ONLY to make three
sides of a camp with the back table edge as the fourth side? Can any
troops get behind them to defend the baggage?>>
If you put the TF in contact with the camp elements, you have just enough to
completely surround the camp with no room for another unit. In order to have a
unit in there, the set up of your TF would have to leave room.
<<2) For all TFs, must a player use all 6E's purchased? Since I note
that TFs are terrain and must be placed as such, I assume that no 2 TFs
can be within 1E of each other. Can a player choose to deploy only 3Es
of a 6E ditch, for instance?>>
All of these questions are answered by Warrior1214Dec7.doc in the files section.
<<3) For all TFs, must they be straight?>>
Warrior1214
<< Should they be modeled on a
single base, or 6 bases, or the players choice?>>
Player's choice. Note that 17.0 gives them a depth.
<< If they do not have to
be straight, are there conventions for the interior/exterior distances
of a curve, angle, or corner? Or can a player model whatever shape fits
on the legal base for his type of TF?>>
Player's choice, but there are some combinations that could make them
problematic to defend.
<<4) (I think I know the answer, but it doesn't say so anywhere...) Must
TFs once deployed be continuous? Can a player leave a "gate" in a TF?
[Different question/intention]Can a player use multiple TFs to build the
equivalent of a covered entrance?>>
Warrior1214.
<<5) Is there any kind of terrain over which TFs can be placed? It seems
logical that a player should be able to put his palisaded ditched camp
on a hill if available, but that's not what the rules say!>>
Warrior1214
<<6) When facing an army (Feudal Japanese comes to mind) known to have TFs
galore, is it a legitimate tactic to use open space (or even brush, I
guess) to eliminate his ability to place TFs?>>
Yep.
<< Again, I suspect I know
the answer, but I'd like to know for sure. Because historical logic,
rather than the rules, suggests that every Roman army, at least, would
have its marching camp SOMEWHERE, regardless of the terrain... or
perhaps the rule represents the catching of such a force away from its camp?>>
Like the rest of the terrain placement rules, it represents prebattle
maneuvering and scouting of terrain. Think of it as enemy scouts making an area
untenable for a forward party to dig a ditch unmolested.
J
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