The rules for pole weapons and charge attacks are as big a magnet
for house-rule changes as the rules for HTH combat.
The TFT wiki has under "Charge Attack" the note "Special case for
pole weapons (x2 damage, if last 3 hexes in a line)." Is this an
official rule from Metagaming, added late in TFT's history? Or is
it a house rule that somehow crept into what should be a list of
official, "by the book" rules?
As a suggestion made with an eye to keeping the rule changes as
simple and minimal as possible, I'll push forward:
"A figure using a pole weapon in a charge attack situation does not
get either double damage or the possible +2 DX bonus if he and his
opponent were in adjacent hexes at any time during the previous
turn."
Erol K. Bayburt ErolB1@aol.com
On 4/15/2014 3:13 AM, Edmund Nelson wrote:
... And everybody uses spears to absolute perfection. I really
don't see how there is any counter at all to spears without armor
other than getting very lucky, the general rule in melee is be 1
Dexterity higher than them or 8 Dexterity lower and be
invulernable to their attacks. unfortunately spears have an
amazing properties in being pole weapons, The user can disengage
from the slower enemy and instead of dealing many weaker shots
they can deal one double damage attack every 2 turns rather than
having 1 double damage attack followed by a string of weaker
ones. this makes most heavy armor characters weak to spears. one
needs to have an odd amount of armor to beat spears reasonably,
so they avoid getting knocked down by the spearman on rolls 2 or
greater. this provides us with the following configurations as
potential candidates to beat spearmen Cutless Small shield No
armor- 14 Dexterity lets him hit spearmen turn 1 and survives on
a roll .less than 3, however still is very weak to just taking
damage and unfortunately just can't cut it Broadsword small
shield Leather armor 10 Dexterity vs 13, unfortunately you Still
suffer from the problem of losing to the initial charge quit
often, sure spearmen hit the initial charge a little less than
50% of the time, but when they do you die 2/3rds of the time, so
the amount you are favored in the mid game does not make up for
the disfavor early
The only candidate I find that might be a spear counter is
Cutlass with Chain and a large shield the strategy is to defend
on the turn of charge and then to counterattack on the retreat,
though just how good that is is hard to know because it is hard
to simulate, The best I can come up with is Charge attack turn
(turn 1) Spearman has a 40% chance (rounded) of hitting the
cutlass user If they hit they do 1 1/6 times 3 1/6 5 1/6 7 1/6
Instant kill 2/6 Note that the spearman needs to deal 9 damage to
get a kill and not 10, also note that there are a neat set of
permutations that lead to kills, they have about a 13% chance to
instantly kill the cutlass user every combat, and 2/6ths of the
time deal significant damage and 2/6ths of the time deal marginal
damage (though 3+7=10 and thus = dead cutlass)
The cutlass user is more complicated they hit 50% of the time
but they go second, they also deal less damage overall, I'd give
this matchup to the spearman for now until more data is gathered
about spear vs armor.
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