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#2 |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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It's been a long time since I played strict Melee, but from memory MA is the crucial factor. You'll also need to win initiative consistently to effectively flee.
Turn 1. The figure wishing to flee A wins initiative and tells the opponent B to go first. As they're engaged B can only shift and attack. When it's As turn to act he disengages to one hex away. Turn 2. If A wins initiative he can move his full MA away from B. When it's Bs turn he can also move his full MA but if they have the same MA he will not be able to engage because of the 1 hex gap. If B has a lower MA A can quickly outdistance him, but if his MA is lower than B he's in trouble. I had a house rule that if a character really wanted to flee, I allowed them an increased MA if they were willing to throw away anything they carried in their hands; weapons, shields, bags of treasure etc. I think I gave them +2 MA. Been a long time and this is all fro memory. Maybe someone with the new edition can chime in. |
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