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Old 08-03-2018, 01:07 PM   #26
Nils_Lindeberg
 
Join Date: Jul 2018
Default Handling the mounted charge

If a horse(normally a 2-hex creature) moves more than 8 hexes in a single turn and then engages a single man on foot, treat the horse as though it were a 3-hex creature.

A rule change to the following:
If a horse(normally a 2-hex creature) moves more than 8 hexes in a single turn, last turn or this turn, treat the horse as though it were a 3-hex creature.



If a mounted line hits a line of footmen, every horse would be in 2 enemies front hexes on average. If they moved 8 hexes and engaged they would most often come to a "full stop", which is a must if they are to exchange blows anyways. If every other footman in the first line went down (knock down will be common) from the riders' and the mounts' attacks, the mounted men would be able to charge on if they continued to move 8 hexes or more.

But if there were a second line or too many enemies still standing they could push forward on top of an enemy with a shift (still counting as 3-hex because of speed from last turn), get trample for free and start to fight to push through and maybe next turn break thru.

If they still didn't get free of pesky footmen, on the third turn they would stop counting as 3-hex creatures and be stuck in the melee.

I wouldn't really see even the second version as a broken charge, more like a game mechanic to turn time into manageable chunks. And in reality if it only took 5 seconds extra for a charge to break through a line, it would be considered a total over run. I expect impaled horses, panicked horses, knights getting thrown off, footmen half trampled to death and footmen falling with broken spears in them in a big giant mess. And then the knights coming out through the other side pursuing the surviving footmen fleeing every which way.
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