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Old 05-06-2020, 03:24 AM   #23
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Melee question on HTH

Quote:
Originally Posted by Skarg View Post
I think it is clearly required to stop when entering a Front hex. The figure could initiate HTH, but during the action phase.
And yet, we're given rules for attempting to enter (initiate) HTH during the movement phase. You are supposed to move your counter into the same hex as the enemy to make this attempt......

Quote:
Originally Posted by Skarg View Post
Not only do I think the rules are clear about that, but I think it's the least that should be offered to armed figures facing something trying to grapple them from the front.

The HTH rules are cheap enough already... letting figures ignore engagement to initiate it during movement would make that already-problematic situation worse.
.....and to do so you must come in from the rear if you are not faster. Then what does the "or" mean for those who are faster? Why would Melee (17) even have an "or" if the rear entry was required for everyone to initiate HTH? Clearly the faster figure does not have to enter from the rear, so where does it enter from?

Apparently any hexside that is not the rear. The rules could have stated from a side hex only, but they do not, despite being so explicit about when it does have to be from the rear. Being constrained to come in from a side is conspicuous in its absence. If disengaged but not faster you have to attempt HTH from the rear, if disengaged and faster you can come in from the other hexsides, which has to include front as well as side or it really would have been mentioned otherwise. There's just no other way I can see to read the rules.

Normally a charging figure has to stop in a front facing enemy hex because that starts engagement, and that is emphasized in no uncertain terms elsewhere. But the HTH rules are for that one case where you don't stop, but continue to throw yourself physically at the enemy and place one counter on top of the other. You could look at it as yes, regular movement (walking or running) ends for the figure when it enters the enemy's front hexside. And then the incoming attacker jumps or pounces, throwing their body straight into the other one. That pounce is the attempt to initiate HTH. Then it works or it doesn't depending on a die roll.

Call it just my interpretation if you will, but it's how I see the mechanics of HTH attempts as SJ intended them. He can weigh in if he wants! :)
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