[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Defend Option - More discussion.
I know, but taking that into account just makes it more clear how
different the retreat situation is. In TFT, because of the turn
sequence and Engagement system, it's a big deal to disengage and
retreat one hex. The proposed rule is adding a new way to do that,
which takes TWO five-second turns.
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.