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A Four Horsemen Enterprises Rules Set
 
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X Rule reviesed 2: 'Gold Rush'

 
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Joined: 12 Apr 2006
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PostPosted: Wed Jun 11, 2003 11:21 pm    Post subject: X Rule reviesed 2: ''Gold Rush''


OK Chris (and all),

I reread the x rule after a comment from Chris and noticed
some areas where clarification could go/mistakes are, now it
reads:


Rule: Any friendly unengaged troops will automatically move
into chrage reach of baggage which has no steady enemy within
240 paces of the baggage if in line of site (720 paces during
clear daylight). Those troops within charge reach of enemy
units and having the unguarded baggage in line of sight must
counter out of charge reach and then move towards unprotected
baggage. Those outside charge reach automatically retire.

If outside of 240 paces of any enemy, the unit will march
fully unprompted towards the unprotected baggage in the most
direct route, staying 241+ paces from enemy troops. Friendly
units will interpenetrate each other in their rush if normally
allowed to, even if it causes disorder. As with retreat,
troops can counter/retire and march in the same bound.

Troops under 'gold rush' will be considered under rush orders
with the baggage as the only enemy. The units count as obeying
orders for terms of keeping a command under correct orders.
Once in charge reach of the unprotected baggage, the friendly
unit will charge the baggage, impetiously if normally able to
be impetious. The friendly unit will be impetious even if
uneasy irregulars or regular mounted. Tired percludes
impetious charge as normal.

Units will be affected until the baggage is removed from the
game and there are no more looters (see looting rules). If
there are looters it is as if the baggage was still present.
Once there are no looters, this rule is no longer in effect as
all the loot (good stuff) has been taken.

The rush can be controlled by a commander spending prompts as
if prompting a charge or changing an order, whichever is less
expensive (ie, A general on a flank march with his units could
control for a cost of 1/unit+1/240 to frathest unit+1 or 3 for
reg/ir+d5+2d5 if in combat or the cost of prompting 1+1/3 for
reg/ir+1/240+d5+2d5 if in combat).

It makes sending flankers a bit more dubious without command,
why fight (even in the flank of rear) when there is gold for
the taking. Of coarse the loss of baggage brings all enemy
commands closer to leaving so I wouldn't recommend the enemy
leaving their baggage unguarded.

Does this make more sense? Are there still holes that you see?

Sean

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