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Re: (TFT) Best starting Melee character revisited - charges.



Hi all,
  I've another question to add to the ones Rob asked.
Do you use the "must charge 3 hexes to get a charge
attack" rule?

  (We've used that optional rule ever since it has 
been suggested.)

  If you do, then if the pole weapon user retreats
his opponent, he only has a 50% chance to get a 
second double damage charge.

  Warm regards, Rick.
  

On Wed, 2013-20-02 at 11:11 +0000, Robert Ward wrote:
> That's really interesting -- I'm surprised that spear doesn't come out
> on top with the knock-down rules included. 
> 
> It might be interesting to add two items of 'behavioral inventory' to
> your simulator
> 1. defend against charge attack yes/no
> 2. (for pole weapon users) disengage after attack (so as to get a charge
> attack next round)
> 
> Also -- again relevant for pole weapons -- might be the retreat rules.
> So if a pole weapon user hits an opponent but takes no damage, he should
> retreat his opponent for a charge attack next time. In a one-on-one
> battle (pole weapon vs no) this must be optimal strategy.
> 
> Another also -- does the simulator give first attack to charging
> pole-weapons?
> Rob
> 
> On Wed, Feb 20, 2013, at 12:11 AM, Cris Fuhrman wrote:
> > On Tue, Feb 19, 2013 at 3:51 PM, Robert Ward <rob@dolwen.com> wrote:
> > 
> > > Just curious... Does your model include effects of damage, esp
> > > knock-down when suffering 8 pts or more? In our games the issue was
> > > always how to knock opponents down before they could swing
> > > Rob
> > 
> > 
> > The simulator takes into account the following:
> > 
> >    - Each bout is carried out until one or the other hero is no longer
> >    conscious (ST < 2), or both have broken their weapon.
> >    - If both heroes break their weapon, the bout is considered a draw
> >    (tie).
> >    - Automatic and critical hits (double, triple damage) as well as
> >    automatic and critical misses (dropped, broken weapons) are considered
> >    (with 3- and 4-die rolls).
> >    - Hero must take a turn to pick up a dropped weapon.
> >    - Hero has -2 penalty to DX for the current and next turn when he has
> >    taken 5 or more hits in the current round.
> >    - Hero has -3 penalty to DX for the remainder of the bout when he has
> >    been reduced to ST 3 or less.
> >    - Hero gets knocked down when he has taken 8 or more hits in the
> >    current
> >    round and must take a turn to stand up.
> >    - Hero will defend if he has an injury causing adjDX to go below 8,
> >    provided he has a readied weapon.
> >    - Heroes with a pole weapon do a charge attack (possible double
> >    damage)
> >    on first round.
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