Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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Variable Moves and others

 
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Joined: 12 Apr 2006
Posts: 20

PostPosted: Tue Oct 31, 2000 2:16 pm    Post subject: Variable Moves and others


Greetings,

While we're on the subject of Variable Moves, I have a Q:
Routing is a variable move; mtd scoring 5 or 6 may deduct
or add 80p.
Surely Routers, by definition, want to leave as quickly as
possible? Should they not be forced to add?

Also: do units that rout due to failing a Waver while
Shaken rout immediately or in the upcoming combat phase (ie
due to prep shooting or being surprised)? If Shaken troops
already in HtH fail a Waver outside combat phase, do they
break immediately? Do enemy pursue? Immediately?

Charges may only charge into 'contact' with enemy. Does
this include corner to corner contact (ie enemy's front
already in contact with unit)?
If not, does this mean a unit starting slightly back but in
side-edge contact with engaged friend, but within 40p of
the engaged enemy, cannot move forward (either via Approach
or Charge) to extend friend's front?
__
|__| - A, facing down, in contact with:
|__|__ - Enemy, B, facing up
|__| - C, Friend to B, facing up, is within 40p of A

Can A charge forward to extend B's front and thus later
fight or fire?


As counters cannot end closer to enemy within 240p, does
this mean a say 1 rank HI unit with enemy behind and to
flank cannot turn 90 to face flank ('depth' of 15mm,
becomes 40mm)

___ ___ ___ ___
|___|___|___|___| facing up; enemy to left and rear


Turns 90 to left:
_ _ _ _
| || || || |
|_||_||_||_| Unit is now closer to enemy towards
rear
and is illegal?



Units under Retreat orders must leave by the 'quickest
route' - they can't leave via the enmy camp, for example!
But must they retreat as fast as possible, turning backs to
enemy and moving max distance straight towards board edge?
We had in the past played that a unit must retreat at least
40p - thus steady regulars can turn 180, march 40p and then
turn 180, backing off but facing enemy, whereas others must
turn 180, march 40 to rear, exposing vulnerable underside
(every other bound).

And a couple of opinions:
Having friends next to you one side, and enemy the other is
unconfortable. Having enemy on both sides is much more so:
if both flanks have enemy within 240p, this should be 2
causes of unease.

I applaud vigourously the 'hoplite reforms' (LTS no -2 vs
Pks, full second ranks) but hoplite battle is now too fast:
when steady LTS fights the same, both should get -1.

Horses and men get tired at a certain speed, irregardless
of direction! Mounted Evaders should get 1 FP. Or at least:
"1FP if charged, counter-charged, converted charge or
evaded in consecutive bounds."


Sorry if the diagrams don't make it; and apologies too if
these questions have been answered before. I haven't yet
had time to read all the backlog.
Good luck with the ruleset. I play many sets, but all in
all it remains my favourite. Now with better presentation
and greater clarity, let's hope the Word spreads!


Yours, Francis

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