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RE: (TFT) RE: General Test of MELEE knowledge



I thought you could use the "charge" advantages if it was a two hex jab.

Also do pole weapons get a dx penalty when in traditional hex to hex melee?

-----Original Message-----
From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com]On Behalf Of
Brett Slocum
Sent: Wednesday, December 12, 2001 10:28 AM
To: 'tft@brainiac.com'
Subject: (TFT) RE: General Test of MELEE knowledge

From: "David Michael Grouchy II"
___     ___     ___     ___
> /   \___/   \___/   \___/ H.\___/
> \___/   \___/   \___/ O2\___/.  \
> /   \___/ O1\___/ B \___/   \_._/
> \___/   \___/   \___/   \___/.  \
> /   \___/   \___/   \___/ . \___/
> \___/   \___/   \___/  .\___/   \
> /   \___/   \___/   \_._/   \___/
> \___/   \___/ W \___/ . \___/   \
> /   \___/   \___/   \___/   \___/
>
>      Halberd moves around and gets Orc number two in a side
> hex.  The wizard
> stay's put.  Now movement is over and actions start.
>      The broadsword has the highest DX, but Halberd has a
> pole arm in a
> charge attack so he automatically goes first.  Being in a
> side hex his DX 11
> becomes DX 13.  He hits and does too much damage.  Orc number
> two is dead.

Does anyone else find the idea of a charge attack where the charger
practically turns around to be ridiculous? A charge attack is
more damaging because of the momentum gained by running, and turning
like this bleeds speed.

We have a house rule that a charge attack must be in a nearly
straight line: no facing changes, but side slips are OK.

Thoughts?
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