Quote:
Originally Posted by sir_pudding
Having a polearm and the ability to unimpededly retreat is a huge advantage and should be. Note that the other character has options besides Move and Attack, though. All out Attack or Commited Attack, Giant Step or Great Lunge, etc.
|
Also, All Out Defense (Dodge), which allows half Move - use that to get into the foe's hex, and they'll likely be unable to get more than a yard away from you if they want to retain the ability to attack - and even if they give up their attack, they probably can't get more than 2 yards away, unless they expose their back to you (which leaves them wide open for a Telegraphic All Out Attack). If they've got a polearm, you probably have at least a Reach 1 weapon, so they can't get far enough for you to be unable to hit with a regular Attack. Give up the ability to attack
now to be able to use it
later. It's actually fairly difficult to keep a determined opponent at a distance in GURPS, although they do have to disadvantage themselves a bit (giving up Retreat* and/or the ability to attack for a round, at least from time to time).
*EDIT: Although if they're relying on Dodge or a Fencing Parry, they just have to give up
some of the bonus - they can Slip to get 1 yard closer and be at net +1, or Sideslip to stay at the same distance and be at net +2. Note even those using other defenses can make use of Slip to close the distance faster, although they're at a net -1 to defense to do so. At least if using the optional rules from
Martial Arts.