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#12 |
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Join Date: Dec 2017
Location: behind you
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Oh, my archers that move up to half MA stop to fire as well. :)
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#13 | |
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Join Date: Dec 2017
Location: behind you
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Quote:
Movement Phase + Figures that acted in the previous turn may move no more than 1 hex. Last edited by platimus; 10-09-2018 at 04:46 PM. |
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#14 |
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Join Date: May 2015
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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.
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#15 | |
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Join Date: Dec 2017
Location: behind you
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Quote:
"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. Last edited by platimus; 10-10-2018 at 09:00 AM. |
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#16 |
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Join Date: Feb 2018
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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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#17 | |
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Join Date: Dec 2017
Location: behind you
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Quote:
Last edited by platimus; 10-10-2018 at 09:56 AM. |
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