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Re: (TFT) Spear vs. Shortsword maneuvers

That doesn't fit with actual combat results though.  Pikes and spears wer
e good against charging horses and men because the horses provided the fo
rce for the blow.  Infantry that went up against pikes and spearmen walke
d up and were able to penetrate the line without too much trouble. 




 A lunging spear is no more effective than a lunging sword point.  There 
is no more force behind it, Force equals mass times acceleration.  So dif
ference in mass of two weapons will be almost nothing compared to your bo
dy and the point won't go any faster on a spear then a sword. 




 3 hexes is 4 meters which allows you, if not to get to your max speed, a
t least to generate a lot more force.  Adrian Peterson (and many others) 
says it takes 7 yards to get to max speed so we are erring on the conserv
ative side of the equation. 













                 Edward Kroeten
                   Farmers Agent   

                   7100 Stevenson Blvd Suite 105
                   Fremont, CA 94538

                 Office Phone 510-646-1500     

                   Mobile Phone 510-579-0135
                   Fax 510-438-6875
                   Website: www.kroeteninsurance.com  





















 ------ Original Message ------
   Received: 01:59 PM PDT, 10/20/2015
   From: "David O. Miller" <davidomiller@verizon.net>
   To: tft@brainiac.com
   Subject: Re: (TFT) Spear vs. Shortsword maneuvers




     I have always felt that the issue was with the nomenclature of the w
       "charge". It sets up a precedent in your mind that the physics is 
       and that you've got to build up speed in a run, or "charge" to get
       extra damage.

       I prefer the word "lunge". The way I see it is that you about 5 fe
       from your opponent (in game terms one hex away), and you throw you
r body
       weight behind a sudden forward lunge. All of that force behind the
       is concentrated on a small, sharp point which can now penetrate ch
       mail, slide off of plate and find a joint to penetrate, or simply 
       through leather.

       Once past the armor your victim is then impaled on basically a lon
       spike and takes a very nasty, deep, puncture wound that plays havo
c with
       his internal organs, which to me warrants the extra damage.

       As many of you know I always felt that it was the doubling of the
       damage, especially in the two larger pole arms, that was the real
       problem. That's why our group came up with the +1d6, rather than t
       doubling. It keeps the smaller pole arms basically as written, whi
       having the added bonus of making the two larger ones slightly less

       devastating. If you start adding in rules such as moving 3 hexes i
n a
       straight line then you give up some of the chess like, strategy el
       that the game has. For example I want to move first so that I can 
       away from a fallen foe and lunge at him again, before he stands up
. That
       kinda thing.

       David O. Miller
       Miller Design/Illustration

       2 Dean Court
       East Northport, NY 11731
       (631) 266-6875


       On Oct 20, 2015, at 4:28 PM, "Edward Kroeten"
       <ekroeten@farmersagent.com> wrote:

       > Okay sorry about that I just checked my rule book and we had mad
e the
       > nge to three hexes as a house rule. The reason was that the phys
       > don't work if I rush from 4 feet away I haven't generated enough

       > You simply can't build up to the speed in that amount of space e
       > a sharp stick.
       > In that case the only time you would not get the charge is where
       > ot initiative from outside 5 hexes, had spear move first then ra
n to
       a s
       > ide hex (certainly possible but not guaranteed), and then on the
       > tiative roll sword also wins and shifts into the front hexes mak
       > engaged and unable to charge. If using these rules it makes avoi
       > charge very difficult.
       > Again I have always used 3 hexes in the general direction (no st
       > ex line limit) for charges so getting within 3 hexes negated the

       charge o
       > r hitting (actual damage) them from the side or rear (another ho
       > to avoid the unrealistic reactions).
       > ------ Original Message ------
       > Received: 10:56 AM PDT, 10/20/2015
       > From: PvK <pvk@oz.net>
       > To: <tft@brainiac.com>
       > Subject: Re: (TFT) Spear vs. Shortsword maneuvers
       > In Advanced Melee anyway, if two figures start out not adjacent,

       > if they start adjacent but one figure moves away and back (even 
       > hex) then it is a Charge Attack situation.
       > Advanced Melee also specifically says that a pole-weapon user
       > ged from behind, if he hasn't moved yet that turn, can just chan
       > and get the +2DX double damage charge defense. Best sword can do
       > charge himself, so spear doesn't get the +2DX. See Advanced Mele
e page
       > , right column.
       > So in Advanced Melee, there's no way to maneuver around a charge

       > ituation even by winning initiative twice in a row in a one-on-o
       > In Advanced Melee, it'll be a charge 100% of the time.
       > It's not quite as explicit in plain Melee, but it seems to me
       > is likely SJ's original intent there, too.
       > --- jlv61560@yahoo.com wrote:
       > I don't think a spear gets a charge if he's actually engaged.
       > d ha
       > ve to disengage first and get some distance.
       > Post to the entire list by writing to tft@brainiac.com.
       > Unsubscribe by mailing to majordomo@brainiac.com with the
       > body
       > "unsubscribe tft"


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