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Old 03-22-2019, 12:38 PM   #21
Michael Thayne
 
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Default Re: Maximum number of people in close combat

I've continued playing with this, and surprisingly I've found that if you rigorously enforce those movement point costs for moving into an ally's hex, it becomes feasible for a high-skilled martial artist (Karate-18, with 3 points spent on the Kicking technique) to win against a much larger group of low-skill mooks (Brawling-12), even after I stripped the martial artist of "cinematic" traits like Enhanced Parry and Trained By a Master. What you have the karate master do is (1) step back either before or after every attack and (2) make their first active defense in any given round a Retreat. With this tactic, in any given round maybe two mooks get to attack at full skill, and others are forced to use Move and Attack, which usually misses. Choke points are unnecessary, and I'm not sure they'd even be terribly helpful, given the ability to stack multiple people in close combat.
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Old 03-22-2019, 12:46 PM   #22
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Default Re: Maximum number of people in close combat

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Originally Posted by Michael Thayne View Post
I've continued playing with this, and surprisingly I've found that if you rigorously enforce those movement point costs for moving into an ally's hex, it becomes feasible for a high-skilled martial artist (Karate-18, with 3 points spent on the Kicking technique) to win against a much larger group of low-skill mooks (Brawling-12), even after I stripped the martial artist of "cinematic" traits like Enhanced Parry and Trained By a Master. What you have the karate master do is (1) step back either before or after every attack and (2) make their first active defense in any given round a Retreat. With this tactic, in any given round maybe two mooks get to attack at full skill, and others are forced to use Move and Attack, which usually misses. Choke points are unnecessary, and I'm not sure they'd even be terribly helpful, given the ability to stack multiple people in close combat.
What about mooks running out wide and behind the martial artist?
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Old 03-22-2019, 12:55 PM   #23
Michael Thayne
 
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Default Re: Maximum number of people in close combat

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Originally Posted by ericthered View Post
What about mooks running out wide and behind the martial artist?
This turned out to be tricky, because I was careful about movement point costs for changing facing, and assumed the mooks wouldn't want to turn their backs to the enemy. I should maybe reread the facing rules to make sure I did that right, but it did seem to be a problem for the attackers.
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Old 03-22-2019, 01:20 PM   #24
Michael Thayne
 
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Default Re: Maximum number of people in close combat

Hmmm, maybe I was leaving out getting a free facing side change at the end of a Move maneuver. That could be significant when Movement Points are a precious resource.
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Old 03-22-2019, 02:03 PM   #25
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Default Re: Maximum number of people in close combat

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Originally Posted by jason taylor View Post
In a formation fight there will probably be more people per space. Even so it is hard to imagine a yard allowing more than two abreast.
Phalanxes and other dense formations such as shieldwalls and wedges can be extremely dense. I think the general idea for Synaspismos, or locked shields, is something like 1.5 feet of width. However, keep in mind that in synaspismos, the first rank would literally have their backs against the bellies of the the rank behind, them, resulting in an extremely dense formation, close to about 4 men per "hex". This has generally lead me to limit the number of SM0 characters per hex to 4. Prone targets occupy two hexes, but count only once, and allow up to 3 more people in the close combat.
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Old 03-22-2019, 02:12 PM   #26
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Default Re: Maximum number of people in close combat

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Originally Posted by Michael Thayne View Post
I've continued playing with this, and surprisingly I've found that if you rigorously enforce those movement point costs for moving into an ally's hex, it becomes feasible for a high-skilled martial artist (Karate-18, with 3 points spent on the Kicking technique) to win against a much larger group of low-skill mooks (Brawling-12), even after I stripped the martial artist of "cinematic" traits like Enhanced Parry and Trained By a Master. What you have the karate master do is (1) step back either before or after every attack and (2) make their first active defense in any given round a Retreat. With this tactic, in any given round maybe two mooks get to attack at full skill, and others are forced to use Move and Attack, which usually misses. Choke points are unnecessary, and I'm not sure they'd even be terribly helpful, given the ability to stack multiple people in close combat.
Miyomoto Mushashi calls this out in Go Rin No Sho, where he describes fighting against multiple opponents:"There are Many Enemies

"There are many enemies'"*^ applies when you are fighting one against many. Draw both
sword and companion sword and assume a wide-stretched left and right attitude. The
spirit is to chase the enemies around from side to side, even though they come from all
four directions. Observe their attacking order, and go to meet first those who attack first.
Sweep your eyes around broadly, carefully examining the attacking order, and cut left and
right alternately with your swords. Waiting is bad. Always quickly reassume your attitudes
to both sides, cut the enemies down as they advance, crushing them in the direction from
which they attack. Whatever you do, you must drive the enemy together, as if tying a line
of fishes, and when they are seen to be piled up, cut them down strongly without giving
them room to move. "
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