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-   -   Stream-lined Combat Options (https://forums.sjgames.com/showthread.php?t=160088)

hcobb 10-09-2018 02:22 PM

Re: Stream-lined Combat Options
 
Lots of historical types threw weapons on the run, but even horse archers stopped to fire.

I'd add a die to your to-hit, in order to boost the critical failure chance.

platimus 10-09-2018 02:51 PM

Re: Stream-lined Combat Options
 
Oh, my archers that move up to half MA stop to fire as well. :)

platimus 10-09-2018 04:36 PM

Re: Stream-lined Combat Options
 
Quote:

Originally Posted by Skarg (Post 2215013)
Seems to me that being able to move 1/2 MA and also shoot a bow or crossbow removes the representation of how those weapons need some stability to use properly.

Letting them move 1/2 MA and fire also will create an effective retrograde tactic for them, where missile users with room to retreat can keep moving backwards at 1/2 MA while firing, greatly increasing their ability to slaughter non-missile users trying to close with them. Archers with MA 10 or 12 versus people in armor may be able to empty their quivers moving backwards and firing before armored foes can engage them.

Ok. New note: Shooters/Throwers can only move 1 hex in the next Movement Phase after shooting/throwing.
Movement Phase
+ Figures that acted in the previous turn may move no more than 1 hex.

Skarg 10-10-2018 12:55 AM

Re: Stream-lined Combat Options
 
Quote:

Originally Posted by platimus (Post 2215074)
Ok. New note: Shooters/Throwers can only move 1 hex in the next Movement Phase after shooting/throwing.
Movement Phase
+ Figures that acted in the previous turn may move no more than 1 hex.

Clever idea though I am not sure why you prefer the slowing effect after the firing. It seems backwards to me, but you seem to be entertaining a novel interpretation of how the turn sequence corresponds to time in the game world.

platimus 10-10-2018 08:54 AM

Re: Stream-lined Combat Options
 
Quote:

Originally Posted by Skarg (Post 2215147)
Clever idea though I am not sure why you prefer the slowing effect after the firing. It seems backwards to me, but you seem to be entertaining a novel interpretation of how the turn sequence corresponds to time in the game world.

I'm trying to avoid keeping track of how far someone moved during movement. I feel prone to forgetting how far someone moved during movement. I'll definitely remember IF someone moved or IF someone acted. How many hexes they moved is another story.

"Figures that acted during the previous Action Phase may move no more than 1 hex."
You made a good point earlier about an archer being able to retreat, fire, repeat. This stops that from getting out of hand. Most of the time it won't matter because you'll be engaged if you're not a shooter, thrower, or caster. But, yeah, I can see how it would seem a little backward for shooters and casters. Not really for throwers. If I run and throw something at you, I will not immediately be able to take off running again IRL. RAW allow this though.

Also, consider a charge-attack. If you charge-attack someone and it kills them, you will not immediately be able to charge again IRL. RAW allow this though.

As far as casting goes, who knows what that would be like IRL? Since many spells are thrown, I'll reuse the example of throwing something at you :) For non-thrown spells, it seems plausible to have the slow-down after the spell is cast. You did just get the wind knocked out of you sort of (fatigue cost).

All in all, this way of doing things seems more consistent with reality to me than the RAW. I'll admit the shooter situation seems a little backward for that "first shot" but I think it all balances out.

bluekitsune13 10-10-2018 09:24 AM

Re: Stream-lined Combat Options
 
I kind of like the idea of splitting up your movement, half in the movement phase and half in the action phase. I'm still learning the rules, so I'm not sure I'm entirely doing it right. I've found a good strategy where I can run a chaff unit around to the side or back of an enemy fighter. If they moved already, they can't turn to face me. That means I engage them so they can't move and engage another fighter. This is great vs. ranged units or polearm users.

With "running" basically being an action, that would potentially give the other side time to attack or react to the sudden advance. Also it may give the running model options, as they could always choose to run backwards around a corner or something.

platimus 10-10-2018 09:35 AM

Re: Stream-lined Combat Options
 
Quote:

Originally Posted by bluekitsune13 (Post 2215181)
I kind of like the idea of splitting up your movement, half in the movement phase and half in the action phase. I'm still learning the rules, so I'm not sure I'm entirely doing it right. I've found a good strategy where I can run a chaff unit around to the side or back of an enemy fighter. If they moved already, they can't turn to face me. That means I engage them so they can't move and engage another fighter. This is great vs. ranged units or polearm users.

With "running" basically being an action, that would potentially give the other side time to attack or react to the sudden advance. Also it may give the running model options, as they could always choose to run backwards around a corner or something.

Yes, I like that about this way of doing it. Thank you for pointing that out.


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