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Re: (TFT) Spear vs. Shortsword maneuvers
Otherwise 12 MA, pole weapon weilding elves would have a field day! LOL…
Of course, if your players want to wear any type of armor then your back
to square one. Takes two turns to set up a charge.
__________________________________________
David O. Miller
Miller Design/Illustration
www.davidomiller.com
2 Dean Court
East Northport, NY 11731
(631) 266-6875
On Oct 20, 2015, at 5:43 PM, Rick Smith <rick_ww@lightspeed.ca> wrote:
> In my campaign, anyone who wants to use pole weapons picks up
> running sometimes. Makes sense.
>
> Warm regards, Rick.
>
>
> On 2015-10-20, at 2:25 PM, David O. Miller wrote:
>> Because I can do it in one turn. Back away from a fallen foe one hex,
>> then charge back in. It makes winning initiative important to fallen
>> figures vs pole weapon users. They need to stand up first.
>>
>> In the system of running three hexes I now have to back up further,
and
>> by doing so I can't charge back in because I'll use more than half my
>> movement doing all this running around. This changes the tactics of
the
>> game from what SJ meant as far as I'm concerned. Unless you let
people
>> simply run around in some sort of weird three hex loop, and then
charge
>> someone. Which to me just seems almost comical.
>>
>> But I hear you Rick. Different tastes huh? Me, I stick with the lunge
>> concept. It's the best solution I've found without extra padding of
the
>> rules.
>> __________________________________________
>> David O. Miller
>> Miller Design/Illustration
>> www.davidomiller.com
>>
>> 2 Dean Court
>> East Northport, NY 11731
>> (631) 266-6875
>>
>>
>>
>>
>> On Oct 20, 2015, at 5:04 PM, Rick Smith <rick_ww@lightspeed.ca>
wrote:
>>
>>> I don't see how backing up so you can charge forward reduces the
>>> tactical maneuvering of the game.
>>>
>>> If by "chess like" you mean that the units don't back up before
moving
>>> forward sure.
>>>
>>> Anyway, if you do not like people charging forward for more damage,
>>> that is fine, but I won't play that way - I'm happy with the both
the
>>
>>> extra damage from charges and the 3 hexes charges (tho I don't
>>> require the 3 hexes to be on the hex grain).
>>>
>>> Warm regards, Rick
>>>
>>>
>>> On 2015-10-20, at 1:54 PM, David O. Miller wrote:
>>>> I have always felt that the issue was with the nomenclature of the
>> word
>>>> "charge". It sets up a precedent in your mind that the physics is
off
>>
>>>> and that you've got to build up speed in a run, or "charge" to get
>> the
>>>> extra damage.
>>>>
>>>> I prefer the word "lunge". The way I see it is that you about 5
feet
>>
>>>> from your opponent (in game terms one hex away), and you throw your
>> body
>>>> weight behind a sudden forward lunge. All of that force behind the
>> lunge
>>>> is concentrated on a small, sharp point which can now penetrate
chain
>>
>>>> mail, slide off of plate and find a joint to penetrate, or simply
>> punch
>>>> through leather.
>>>>
>>>> Once past the armor your victim is then impaled on basically a long
>>
>>>> spike and takes a very nasty, deep, puncture wound that plays havoc
>> 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
the
>>
>>>> doubling. It keeps the smaller pole arms basically as written,
while
>>
>>>> having the added bonus of making the two larger ones slightly less
>>>> devastating. If you start adding in rules such as moving 3 hexes in
a
>>
>>>> straight line then you give up some of the chess like, strategy
>> elements
>>>> that the game has. For example I want to move first so that I can
>> back
>>>> away from a fallen foe and lunge at him again, before he stands up.
>> That
>>>> kinda thing.
>>>>
>>>> David
>>>> __________________________________________
>>>> David O. Miller
>>>> Miller Design/Illustration
>>>> www.davidomiller.com
>>>
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