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Re: (TFT) Spear vs. Shortsword maneuvers
It doesn't work out that way 50% is the best you can hope for and most li
kely significantly less than that within a 1 on 1 duel.
Edward Kroeten
Farmers Agent
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------ Original Message ------
Received: 10:45 AM PDT, 10/19/2015
From: Peter von Kleinsmid <pvk@oz.net>
To: tft@brainiac.com
Subject: (TFT) Spear vs. Shortsword maneuvers
You both make good points. I think it depends on where there are
obstacles, or not, too. If the arena is confined narrowly enough
, or
even if it has enough pillars, spear guy can advance more while
still
denying his side/rear hexes to a long move by sword.
I haven't done this in a while, so maybe I'm missing something,
but:
On the Melee map, it's wide and open enough that although spear
can
deny his side/rear hexes completely by using the walls, he can't
then
charge to the other side. However he can always move 5 or less t
o a
hex within 11 of spear, where sword can't move to side/rear. On
the
Melee map, this is guaranteed by the wall hexes which block 3
facings. On a wide open plain, this is guaranteed by always bein
g
able to move far enough away. This means that (unless Sword runs
away), spear can count on eventually winning an initiative at ra
nge 7
to 11, moving second to end a turn at range 4-6, which gives spe
ar a
50% chance of winning initiative and getting to charge, without
giving sword a move of 5 or less to a side/rear.
And that means that sword can engage spear but not attack on the
turn
he does. Which means spear can disengage without being attacked,
leading to an initiative roll and range 2. If spear wins, he cha
rges;
is sword wins, he runs around and engages side/rear, spear turns
to
face and a non-charge occurs.
So (and this sounds familiar from looking at this in years past,
but
maybe I mis-remember) this looks like a 75% chance for spear to
cause
a charge, to me.
I don't really mind the simulator assuming a first-round charge.
There are a few edge cases in favor of polearms which the simula
tor
doesn't take into account - such as knockdowns or disengagement
leading to a possible later charge attack, or (in Advanced Melee
)
polearms going first on charges, and two-hex jabs.
PvK
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