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#1 | ||
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Join Date: Feb 2008
Location: Dayton, Ohio
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Plus, ITL 112 says a jab is a regular attack, and even specifies that a 2-hex jab cannot be combined with a charge (so no bonus damage). I suppose that's overly literal nitpicking, but it seems like there should have been another letter in the list of Options, specifically for Jab Attack. Quote:
In fact, that's exactly why I asked. I'm creating my own custom player aid, because that ugly (disorganized, incomplete, and occasionally redundant) text list is not friendly, inviting, or even especially helpful to new players. Last edited by FireHorse; 12-23-2019 at 10:44 AM. |
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#3 |
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Join Date: Jul 2018
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There is a difference between a charge attack with a pole arm or against it. One requires 3 hex straight movement, the other that the enemy start disengaged and end up engaged with you (even after you stand still and turn). This is just a qualifyer for first strike, +2 DX and pole arm extra damage. The "Charge" and attack option has nothing to do with that, since it applies to all weapons. It could just as easily have been called "move and attack" or "possibly move and attack".
There are basically only four different kinds of moves. - Full move, nothing else can be done. - Half move, everything but missile attacks, spellcasting can be done. - 1 step move, which allows missile and spell attacks. And can be done when engaged if you keep being engaged by all oponents. - Stand up, you can't do anything else. (OR crawl 2 hexes) No matter the move you get to rotate for free. After your move, you can choose your action freely, limited by the move you actually did. IF you stood still or only moved 1 step you can do anything. If you moved more than half move, you pretty much do nothing. Easy. New players don't need to know much more than that. |
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#4 | ||||
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Join Date: May 2015
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Except you left one out: there is also an option for figures that moved TWO hexes or less, to sling ready weapons and ready other weapons. Quote:
"Charge Attack" is the confusing name of option (b), which is a hold-over from original Melee, before there were jabs or other distinctions about it. As mentioned by others above, option (b) would be more accurately named "attack with zero up to 1/2 MA movement", to avoid confusion with the above concept (which DOES confuse some people - there are pages and pages of discussion about it). Sure, so call it Jab Attack, available to figures moving 0 to 1/2 their MA (regardless of their engagement status), can be defended against even by unengaged figures. |
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#5 | ||
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Join Date: Feb 2008
Location: Dayton, Ohio
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But not the 2-hex Jab, right? |
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#6 |
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Join Date: Aug 2004
Location: Pacheco, California
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Why shouldn't a Cavalry Lance impact at two hexes in front of the horse's head? Given P as the pony's head on the diagram on page ITL 132, shouldn't the lance only be able to hit hexes X, Y and Z?
__________________
-HJC |
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#7 | |
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Join Date: Feb 2008
Location: Dayton, Ohio
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For a really long lance (and using the same illustration you referenced), I'd say you can hit everything except Y and Z. |
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#8 | ||
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Join Date: May 2015
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However one might prefer to do some research and/or develop other house rules. GURPS actually takes the length of each lance into account - you can buy a longer lance though it's harder to hit with. Last edited by Skarg; 12-23-2019 at 05:16 PM. |
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#9 |
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Join Date: Aug 2004
Location: Pacheco, California
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A four and a half yard long lance (as given on ITL 109) is going to be held with the butt end no further back than the rear end of the horse. So will impact at least five and a half feet in front of the head of the horse. Anybody in the hex directly in front of the horse is already past the head of the lance.
__________________
-HJC |
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#10 | |
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Join Date: Jul 2018
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On second thought, I don't really like the rule though. Why should I only be able to move 2 hexes, why not a half move or a 1 step? Why 2?!? Not exactly logical. We don't have an MA payment system for actions. So no matter my MA, I can still only move 2 and only for this particular action. I always assumed that the crawl 2 hexes were for the purpose of getting away from someone's engagement zone if you started your movement underfoot. But I see no special reason for the Ready a Weapon 2 hex move limit. Good catch Skarg! |
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