Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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Temporary Fortifications thoughts

 
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Todd Kaeser
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Joined: 12 Apr 2006
Posts: 1211
Location: Foxborough, Massachusetts

PostPosted: Sat Jan 02, 2021 9:29 pm    Post subject: Temporary Fortifications thoughts

Hello all,

Just a few thoughts on the ol Temporary Fortifications (TF).

While I see their occasional historical use I am fearful that using more than 6E can bog down games unnecessarily.

A thought would be to limit the purchase of TF to one 6E purchase.

Just a thought to get discussion going.

Todd

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Frank Gilson
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Joined: 12 Apr 2006
Posts: 1553
Location: Orange County California

PostPosted: Mon Jan 04, 2021 5:33 pm    Post subject:

I can see a case where, with existing significant terrain on the table, and no 'open space loops', TF placement could cut down the 'open' frontage to...near zero.

In less-terrainy battles, something like 13E frontage (slightly more) of table can be semi-cut-out (at least for any mounted movement, and you're not going to want to move close foot over a TF).

There are armies that gain from this capability, such that they can run fewer, higher quality units with some 'trash' to hold the TFs...so we get a little more army selection capability.

I'm not sure whether this is a benefit against the potential for bogged down games.
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lilroblis
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Joined: 24 Apr 2006
Posts: 567
Location: Cleveland Ohio

PostPosted: Wed Jan 27, 2021 7:32 pm    Post subject: Temporary fortifications

I think one is plenty - though I should pay attention I could see some armies able to put out 6 and make sure that they eliminate everyone they play from a tournament - either due to hari-kiri (people throwing themselves over ditched palisades) or no combat
I do know that having made that mistake once I will not do it again - you put out fortifications - Ill go into lager - and go get one (lager) while the game does nothing
Tournament play should be meeting engagements - or charge 100+ points per 6 element
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