Compare to GURPS, where because each figure moves and attacks as its action, there is no need for engagement rules, and figures can about quite a bit, even in reaction to other characters' moves and attacks. So instead of taking 5 or 10 seconds to be allowed to be allowed to step back one hex, characters can move about while fighting and defending, and may often move a hex toward and later a hex away from a foe almost every turn.
I was mentioning that to say that my expectations about how hard it is to back away from a combat have changed a lot, and so getting to retreat one hex after two 5-second turns struck me as rather limited.
In my TFT house rules, for example, I say you can move to violate disengagement, but it gives your opponent a free attack against you. So you could defend and move away at half MA during the Movement Phase, but your opponents would get a free attack as you did so.
At 10:44 AM 1/31/2018, Jeffrey Vandine wrote:
This is sort of off-topic, but it needs to be said here.Comparing GURPS and TFT is pretty much apples and oranges. The time scales are different for the tactical turns, and the maneuvers that can occur in GURPS have to be considered on the TFT timescale before you get carried away with such things. Effectively, a GURPS character can take 3-5 actions for every SINGLE action that occurs in a TFT turn.So really, there's no comparison between the various GURPS actions, taken individually, and any TFT action. If you want to compare the two, try to figure out what 3-5 actions the GURPS character takes will equate to DEFEND or ATTACK or DISENGAGE.