Stream-lined Combat Options
Movement Phase
Disengaged figures may move up to half MA. Engaged figures may move no more than 1 hex. Figures that acted in the previous turn may move no more than 1 hex. Action Phase Figures may take one of the following actions (* only Disengaged figures may take these actions): - *move up to half MA (again) - move 1 hex (disengage) - strike - *shoot/throw - attempt HTH - ready items - ready self - cast spell - disbelieve - dodge/defend2 2 I'm allowing Dodge even if engaged but requiring figures to move at least 1 hex during the Movement Phase in order to Dodge. |
Re: Stream-lined Combat Options
Interesting idea having the second half of movement be an action. I've never tried that.
It is sort of similar to how we actually played TFT after the first few sessions, in the sense that declaring options during movement may help to learn the system, but once you know the system, I think it's mainly a distraction, a source of confusion, and a waste of time, except in a very few exceptional situations UNLESS someone made the option list details into something that reduces option choices during the action phase. It's also how pretty much all the published examples of play are done: People move, then people act. i.e. our actual sequence of play, without simplifying anything:
* Choice of action is limited only by how far the figure moved. * Figures can react to being attacked by switching to Dodge/Defend if they have not acted yet. * Figures who declared Defend or Dodge but didn't get attacked, can switch to attack at any time. |
Re: Stream-lined Combat Options
I am delighted you at least find it interesting and not abhorrent! :)
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You can 'declare' Dodge or Defend at any time during the Action Phase as long as you haven't acted yet. You could declare one of them the first time you are attacked or you could wait until the second time you are attacked. Or you might wait until your turn to act (thinking you were going to attack) but realize the guy after you is going to attack you and declare dodge or defend then. I think I'll even let you see the attack roll before you decide to dodge or defend (but not the damage roll). So if someone with DX12 rolled a 10 to hit you, you could declare "Defend!" before they roll for damage and they would roll one more die and add it to the previous roll (provided you have not yet acted, of course). |
Re: Stream-lined Combat Options
Polearm chargers and defenders would be another exception that would still need to declare by the end of movement. But I'm scheming how to eliminate that as well...
Polearm chargers make their attacks in the normal rank-and-file of adjDX, getting an extra die of damage if they moved 3 or more hexes in straight line to target. However, when a polearm wielder is attacked he may make his attack first (out of turn) if he hasn't already acted. Then his attacker makes his attack (if he's still alive and hasn't changed his mind by defending or changing targets). I'm sure I haven't expressed this clearly so feel free to ask for clarification. It will help me see how to express it clearly...or it will help me see that it's a really bad idea! :) |
Re: Stream-lined Combat Options
I guess I'm not entirely clear what differences you intend and why you think they're important.
It seems like you think you need to drop the movement limits per option (for casting, ranged attacks, etc) in order to not have to declare options, but I'm not sure why ... because it seems significantly simpler? We didn't have any trouble keeping those limits in mind and just found there was almost never a need to declare an option. Polearm charges going first always made sense to me due to weapon reach in a closing situation, so I don't know why you'd only give it to defending polearms. It's just an option for all polearms in closing situations to go first - again I'm not sure why you'd want to remove it. (I may be a bad person to assess changes for simplicity though, since I internalized the whole game decades ago and never really lost the ability to run it in my sleep.) |
Re: Stream-lined Combat Options
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Here's a scenario: A (DX10;spear) charges (moves from disengaged to engaged) B (DX12;sword). End movement. According to adjDX, B goes first in Action Phase. B declares he's gonna attack A. A is using a polearm so he gets to attack B before B makes his attack. Polearm users attack in order of adjDX unless they are attacked first. Whenever a polearm user is attack, they have the opportunity to attack out-of-turn. When their adjDX-order turn to act arrives, they can't do anything because they've already acted. It works kinda like Dodge and Defend. You may be last in the adjDX order but when you are first attacked, you can declare "Defend!" before the attack is made. I will probably handle shooters/throwers the same way to make-up for the loss of "last shot". Another scenario: A (DX12;spear) charges B (DX10;spear). End movement. A declares he still intends to charge-attack B. B gets to attack first because he is using a polearm and being attacked. And another: A (DX10;spear) charges B (DX12;sword). C (DX11;spear) is adjacent to B and A once A's movement ends. Going by adjDX, B acts first and declares he wants to attack A. A has polearm so he gets to attack B first. Then B performs his attack on A. C declares to attack A. A has already acted this round, so all he can do is stand there and take it. |
Re: Stream-lined Combat Options
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(In RAW, the defender already has an advantage of +2DX here, which in this case would mean a roll-off to see who goes first. But maybe that's part of what you want to simplify?) |
Re: Stream-lined Combat Options
Thanks that helps me see what you're going for.
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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. I think moving polearm attacks into the adjDX order can work for isolated situations, but seems more complex to me (another example of how we all have our own ideas of what makes something complex or not), and I think will introduce some weird side-effects in terms of when other people act relative to them. Taking one of your examples: Quote:
If B & C agree it would be better for C to fight A first, will you let B delay his action so C can declare he is attacking A first? Other examples would involve various other cases where ranged weapons, 2-hex jabs, spells etc will be resolved in a different sequence depending on who chooses to attack a polearm user in a charge situation or not. Example: Spear Orc X has DX 10 and moves to engage Hero B (DX 15). Axe Orc Y has DX 12 and moves to engage Hero B and Hero C (DX 11). Hero Archer A has DX 13 and is not engaged. If Hero B attacks X, we get: X, B, A, Y, C If Heroes B & C attack Y, we get: B, A, Y, C, X Even if the melee sequences make sense to you, what about the sequence of non-engaged attack? i.e. Non engaged figures like A now act before or after lower-DX polearm chargers like X, based on the whether higher-DX people like B choose to attack those polearm users first, or not. I guess you could rationalize that, too, but it's a different sort of imagination of what's going on that I'm used to in TFT. Another idea for you to consider might be resolving polearm charge attacks during Movement... just a thought. |
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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. |
Re: Stream-lined Combat Options
Oh, my archers that move up to half MA stop to fire as well. :)
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Re: Stream-lined Combat Options
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Movement Phase + Figures that acted in the previous turn may move no more than 1 hex. |
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"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. |
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. |
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