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Old 05-13-2018, 02:15 AM   #27
Jim Kane
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Join Date: Mar 2018
Default Re: Movement Rule Tweak

Quote:
Originally Posted by Kirk View Post
Let's see, for the move half and defend, I don't think we ever saw that as an option or in the list of available options for characters, so you can't approach a spearman that way.
KIRK, You are correct. I improperly stated the example AND assigned the 1/2 move to the wrong fighter in my narrative description - my bad 2x.

Let me state the example in long-form so I can keep things accurate:

Turn 1:
Fighters Roll for Initiative.
"Pole" wins Initiative, makes "Non-Pole" move first
"Non-Pole" chooses Option I b: Stand still or shift 1 hex and Defend
"Pole" chooses Option ll a "Charge Attack": Moves 1/2 MA or less, now engaged with "Non-Pole" but will strike on-the-charge for a potential Double-damage attack.
"Pole" must now Roll-to-hit on 4d6 vs DX, and rolls a...

Hopefully the extra d6 will cause "Pole" to miss; leaving "Non-Pole" unscathed and both fighters engaged in normal combat; as they roll for Initiative for Turn 2.

Interesting this: In the way I misstated the example, there would have to be Option II c: Dodge or Defend - which there is not; as you correctly pointed out - But perhaps there should be?

So now that I have the example part to the question now properly formed, l will ask the question again: Does the Defend option not offer a satisfactory tactic to nullify the Charge Bonus and close with the enemy?


JK

Last edited by Jim Kane; 05-13-2018 at 04:26 AM. Reason: Typo
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