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Old 12-12-2014, 04:23 AM   #11
vicky_molokh
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Default Re: Unarmed vs. Knife

Quote:
Originally Posted by Tomsdad View Post
No I know, but we weren't discussing rear hex and parry, but side hex and wild swings. We might be now, and that's fine but that's why I asked have we broadened it out, and what have we broadened it out too ;-)
Yeah, I seem to be answering separate issues in different approaches without clear markers. Sorry.

Quote:
Originally Posted by Tomsdad View Post
Yep, and of course if he smart the target will turn to face you straight on when he moves, so even if you do make it a committed attack you can't move two hexes to his side facing and move into his hex to grapple in CC.
But how does he do that?

Turn U1: Wait.
Turn K1: Step into Reach 1, make any facing adjustment if necessary.
* U's Wait is triggered. U1 makes two steps into K's front-left hex then rear-left one, maybe Feints.
* interrupt complete, K1 continues, being forced to attack as a Wild Swing or with a left-hand punch/kick.
Turn U2: do whatever is appropriate. K will defend if possible.
Turn K2: K can now turn, unless grappled. If grappled, K has all sorts of problems.

Quote:
Originally Posted by Tomsdad View Post
True but no attack either, you possibly get bonuses on the next one, but I'm not seeing how feint get you closer to grappling with side hex bonuses
The side-hex defence penalty is guaranteed, and it stacks with Feints.
(Now, if you somehow managed to start in a Rear Hex, Feint is irrelevant and the opponent can't defend at all; but you're still in a Side-Rear Hex when your turn starts, so Runaround applies.)
The Feint is there largely to prevent a knife cut to the grappling arm.

Quote:
Originally Posted by Tomsdad View Post
You can step with a feint of course, but then your target has an extra chance to change his facing as well.
How? You Feint on his turn after his Step is spent.

Quote:
Originally Posted by Tomsdad View Post
Its not but considering we're in thread about unarmed vs. knife, it it was suggested that staying away from, the knife hand while using defensive arm locks, it's a bit difficult to avoid it. Even if we forget the defensive arm lock, unless we're talking about SM+1 or kicking we're still taking about moving into CC.

Four levels of arm lock is indeed always good!
I'm actually considering tactics for a similar situation, but with both skills lower. I'm seriously considering whether I want to raise Arm Lock above default, because those [4] also provide more different benefits: +½ Parry, +1 to Power Grappling benefits (which basically means GripST), and +1 to many other techniques like Choke Hold and Breakfall.

Arm Lock is cool for its +4 to resist Breaking Free and cumulative -1 to Break Free, which is important against an armed opponent. I'm also tempted by the potential use as two levels of Deceptive Attack.
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Last edited by vicky_molokh; 12-12-2014 at 06:27 AM.
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martial arts, technical grapping, technical grappling

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