Quote:
Originally Posted by jsbrewster1
I have a lot more insight now as to how movement can affect combat. In my mock combat, I basically had 2 fighters toe to toe slugging it out, so to speak. But if the unslowed character moves out of range of the injured character, isn't it a Move & Attack at -4 to get back into range without being attacked herself? Otherwise, they are back on even footing again, as long as the injured party keeps making HT rolls.
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Remember that Move and Attack gives you a -4 penalty to hit and prevents you from parrying with the weapon you used to attack and prevents you from Retreating before your next turn.
In a duel situation like that, the unwounded fighter (call him fighter A) should have used a Move to break contact and move away from his opponent (fighter B), and then let fighter B chase after him. This sets up three options:
* If Fighter B stays still, Doing Nothing, then Fighter A can use Move maneuvers to circle around him at a distance, trying to get behind him. This forces Fighter B to either risk getting All-Out Attacked from behind, or taking some other maneuver to turn and risking unconsciousness. Even with HT 12, he's pretty unlikely to stay standing for 5 seconds.
* If Fighter B uses an All-Out Attack to close the distance and attack, Fighter A can hopefully defend against one round of attacks (he can still retreat, after all) and then try something like an attack to the vitals or face against his defenseless foe.
* If Fighter B uses a Move and Attack, he's unlikely to hit with a maximum skill of 9. Assuming the two fighters end up facing each other and Fighter B attacked with his right arm weapon, Fighter A can then All-Out Attack to step to his left and step again into Fighter B's right flank hex. Fighter A then makes two attacks, or an attack at +2 damage, or an attack to the vitals, skull, or face, and Fighter B's only defense is a Dodge - at half his normal Dodge and with another -2 penalty for an attack from the flank. Even if Fighter B is a dodgy ninja who started the fight with a Dodge of 12, he's rolling against a 4.
When Fighter B hits 0 HP, he's at an enormous disadvantage if his opponent plays it smart.