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				|  | Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
 
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		| Tim Grimmett Legionary
 
  
 
 Joined: 12 Apr 2006
 Posts: 406
 Location: Northern Virginia
 
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				|  Posted: Sat Mar 24, 2001 2:31 pm    Post subject: Question to the group |  |  
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				| I have followed many of the debates raging in this group with interest
 sitting here in Damascus Syria.  I am unable to "test" many observations on
 a table here but I often tinker with my Han Chinese list in the hope that I
 might actually attend this year's Historicon.
 
 I think the principal change in Warrior is the 50% demoralization rule.  For
 you that are getting to play a lot, how has this changed the way you design
 your armies---larger commands? less LI? bigger LI? more units?
 
 I'd like to hear what the "lessons learned" are.
 
 Tim Grimmett
 
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 Tim
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		| joncleaves Moderator
 
  
  
 Joined: 29 Mar 2006
 Posts: 16447
 
 
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				|  Posted: Sat Mar 24, 2001 3:01 pm    Post subject: Re: Question to the group |  |  
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				| Tim, Don
 
 We all had odd numbers at 2/3s, too.  The only real change has been that
 games play faster.
 
 I have heard some players complain that they can't take as many light troops,
 but of course they CAN.... ;)
 
 Lessons learned is a good way to discuss this, cuz it sure ain't changin'
 Jon
 
 
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 Roll Up and Win!
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		| Don Coon Imperator
 
  
 
 Joined: 12 Apr 2006
 Posts: 2742
 
 
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				|  Posted: Sat Mar 24, 2001 6:17 pm    Post subject: Re: Question to the group |  |  
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				| > I think the principal change in Warrior is the 50% demoralization rule.
 For
 > you that are getting to play a lot, how has this changed the way you
 design
 > your armies---larger commands? less LI? bigger LI? more units?
 
 First and foremost,  All commands have an ODD number of bodies.  Where
 points/leaders allow, smaller commands are better than large ones.  The
 closer you can get to 3 bodies per command the better the ratio of
 broken/shaken to non broken/shaken becomes.  i.e 2 of 3, 3 of 5, 4 of 7, 5
 of 9 etc.  When the army list allows it, penny packets of LI can come in
 handy.  They move forward quickly to pin the enemy, and can retire/counter
 back later and count as a good order body to prevent demoralization.  We
 tend to play with lots of units here, but that is not a result of the 50%
 rule.  Also in this area we almost all play with fighting leaders.  Our CINC
 and subgens are in units rather than independant staff elements. This allows
 them to count for demoralization prevention (as well as getting another
 fighting body in the fray).
 
 Don
 
 
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		| Don Coon Imperator
 
  
 
 Joined: 12 Apr 2006
 Posts: 2742
 
 
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				|  Posted: Sat Mar 24, 2001 11:14 pm    Post subject: Re: Question to the group |  |  
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				| > Tim, Don
 >
 > We all had odd numbers at 2/3s, too.  The only real change has been that
 > games play faster.
 
 Perhaps, but in 2/3 days 6 body commands needed 4 to demoralize, 7 body
 commands also needed 4.  Today 6 body commands need 3, and 7 body commands
 need 4.  So odds were not always they break point.  Now they are.  I was not
 advocating change and I do not think Tim was either.
 
 Don
 
 
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		| Greg Regets Imperator
 
  
 
 Joined: 12 Apr 2006
 Posts: 2988
 
 
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				|  Posted: Sun Mar 25, 2001 7:14 pm    Post subject: RE: Question to the group |  |  
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				| While the number of bodies in a command is obviously a bit more important
 now, I still think that organizing your army around functionality is more
 important than organizing with a slant towards when you will be demoralized.
 As Don stated, we tend to use "fighting generals" down here and in most
 cases, lots of them. I like to balance the want to have commands optimized
 for lack of demoralization, with the need to have commands with combat
 effective orders, depending on the role they will play in the battle. This
 is especially important in the 15mm scale in my opinion. The "line 'em up
 and charge" tactic is rarely effective in that scale, given the amount of
 space for maneuver.
 
 My suggestion would be to build your commands based on their role, then
 concern yourself with the number of bodies in each command.
 
 Like Jon, I very much support the 1/2 demoralization rule. It adds a bit of
 defense back to the game, which for many armies, is very historical. It also
 forces players using the "hammer and anvil" tactic to more carefully plan
 the actions of the command or commands committed to the anvil role. This is
 one of the best changes to the game in my opinion.
 
 Greg
 
 
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		| Tim Grimmett Legionary
 
  
 
 Joined: 12 Apr 2006
 Posts: 406
 Location: Northern Virginia
 
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				|  Posted: Mon Mar 26, 2001 7:42 pm    Post subject: RE: Question to the group |  |  
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				| Jon/Guys-
 
 Not my intent to "challenge" the rule.  I'm asking those of you who have
 played more than I what the impact is on your thinking as far as list
 development and command structuring.
 
 The way I see it makes me less inclined to buy RD LI Nu on the Han Chinese
 list -or at least put them in one command.  It also impacts the tactic of
 throwing out a command of 3 LI units and 4 Cav units with the intent that
 several units of LI  die so that real men can charge through them. One bad
 roll and you have a command in retreat......
 
 Tim Grimmett
 "Warrior-less in Damascus"
 
 -----Original Message-----
 From: Greg Regets [SMTP:greg@...]
 Sent: Sunday, March 25, 2001 6:50 PM
 To: 'WarriorRules@yahoogroups.com'
 Subject: RE: [WarriorRules] Question to the group
 
 While the number of bodies in a command is obviously a bit more
 important
 now, I still think that organizing your army around functionality is
 more
 important than organizing with a slant towards when you will be
 demoralized.
 As Don stated, we tend to use "fighting generals" down here and in
 most
 cases, lots of them. I like to balance the want to have commands
 optimized
 for lack of demoralization, with the need to have commands with
 combat
 effective orders, depending on the role they will play in the
 battle. This
 is especially important in the 15mm scale in my opinion. The "line
 'em up
 and charge" tactic is rarely effective in that scale, given the
 amount of
 space for maneuver.
 
 My suggestion would be to build your commands based on their role,
 then
 concern yourself with the number of bodies in each command.
 
 Like Jon, I very much support the 1/2 demoralization rule. It adds a
 bit of
 defense back to the game, which for many armies, is very historical.
 It also
 forces players using the "hammer and anvil" tactic to more carefully
 plan
 the actions of the command or commands committed to the anvil role.
 This is
 one of the best changes to the game in my opinion.
 
 Greg
 
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 _________________
 Tim
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