Quote:
Originally Posted by sekalo
I am not sure what you mean by "can lock up the hex mat in battles GURPS definitely offers hex-based combat, and it does not suffer from that problem." If you have time, can you give an example please?
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TFT has all movement occurring prior to actions, so one side moves, then the other, then attacks/other actions. TFT’s concept of “engagement” forces an opponent who move from non-adjacent (non-engaged) to adjacent to their opponent to stop. At this point, they are engaged. Once engaged, movement options are limited—you can shift hexes while remaining engaged to that opponent, attempt to enter their hex in hand-to-hand combat, or forfeit your attack in order to step away to disengage.
GURPS does not have turns broken into move/move/actions and it has no concept of engagement. Instead, one character moves and acts at a time, and they may move before, in the middle of, or after moving. A character may move past an enemy’s hex. GURPS also has the concept of weapon reach, which allows some non-ranged weapons to be used to attack a figure in a hex farther away than an adjacent. A character with a longsword could attack an enemy two hexes away, then an ally could step in between them and also make an attack, or continue moving past or around the opponent. This allows for more porous “lines” of combatants.
So, in TFT, a character who wants to run past an opponent MUST STOP if they become adjacent to that opponent, whereas in GURPS, he could could run past him.
Part of the reason for this is that TFT turns represent 5 seconds, while GURPS turns are 1 second. Were it not for the concept of engagement, TFT characters generally have enough movement to run around an enemy and strike from a flank or rear, which would make moving first a death sentence in many cases.