Chainmail Play by Post - Turn 8

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  • เผยแพร่เมื่อ 8 ก.ย. 2024
  • Thoughts on Fatigue from ‪@ThePinkPhantom‬
    nerdusinterrup...
    ***Yellow Orders
    Composite bowmen - left face [1/2 move] and then move 4.5" to the west. If they can shoot during the missile segment [must dice for it] - engage enemy archers with indirect fire.
    AF - Oblique left face [1/4 move] facing northwest toward enemy archers. Advance 4.5" to the northwest and get into melee contact with archers if possible.
    Western 4 blocks of skirmishers - Move north or northwest and engage enemy HF in melee so he is pinned in place.
    HInf w/Superhero - Face northwest [1/2 move] so front is toward enemy HF. Do not advance and do not join any melee.
    Eastern 4 blocks of skirmishers
    2 leftmost blocks remain stationary and shoot [hopefully twice] at enemy AF during pass through and missile segment.
    2 rightmost blocks advance northeast to form up on the same East-West line as the left 2 blocks. Try to keep equidistant spacing. Shoot if possible at enemy AF.
    HH - Left face [1/2 move] and advance northwest 6" to get behind enemy AF.
    HH Hero - join w/HCav as soon as able. Decline heroic combat with enemy Superhero.
    HCrossbows w/Hero - Left wheel no more than 4.5" [1/2 move] so they are better facing Northwest (i.e. toward the enemy Armored Foot). Reload crossbows.
    ** Green Orders
    Western LF Archers charge green A inf.
    Blue skirmish line charge A Inf
    Heavy Foot Right face west (should cost 1/2 move of 4.5 inches) Charge flank of A Inf. If this right face costs more than 4.5 then simply charge archers and skirmishers.
    AF Move 6 inches advance forcing morale checks and then Superhero to challenge Superhero (superhero defeat causes full army to morale as casualties)

ความคิดเห็น • 1

  • @ThePinkPhantom
    @ThePinkPhantom 3 หลายเดือนก่อน

    Thanks for the shout out! Question: if the northmost group of skirmishers were already in charge range of the superhero last turn, should they have to check again when they never moved out of range? I also find the wording of that rule interesting "When a superhero *approaches* within his charge movement". Does that mean the superhero must be advancing to be considered a threat and trigger the check? Thanks for pointing out the rule.