Charges and Wheeling - Reason Behind a Definition

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kal5056
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Charges and Wheeling - Reason Behind a Definition

Post by kal5056 »

I would like to ask the authors what factors went into the decision to limit wheels in a charge to only allow "Wheels that bring at least the same number of bases into contact." as apposed to only allowing "Wheels that bring more bases into contact" than if charging straight ahead. With perhaps a cavet to allow wheeling to avoid intercepters or terrain.

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Post by hammy »

If for example a BG of cavalry 2 bases wide is 5MU from a pike block aligned such that a straight ahead charge will contact with 2 bases then if the rules required more bases to contact the cavalry would not be able to wheel at all even if there was a more attractive target closer to hand.

I suspect there would be some very interesting 'tactics' developed as a result.
kal5056
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Post by kal5056 »

Perhaps a clarification that you can only wheel to put more bases in combat (ON THE SAME BATTLE GROUP) than if charging straight ahead except to avoid interceptors or terrain.

I am seeing some cheese develop on wheeling so that the line up will leave a model of the enemy BG exposed (thus preventing the enemy expanding into over lap.

I guess anything can be exploited. I just can't figure out why a block of troops would say, "Hey those are the guys we want get. Run straight at them and in the last 3 yards wheel sharply to the left." " Got ya, Boss."

Gino
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gozerius
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Post by gozerius »

Well, you can't wheel to avoid interceptors. You can only wheel to avoid potential interceptors. Charge path must be established before interceptions are declared.
rogerg
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Post by rogerg »

From what I remember of play testing, the point of this rule was to deal with troops who were better in melee than impact. The tactic in that situation was to wheel and bring the minimum bases to contact at impact to reduce the potential loss in that phase.

The idea of allowing only wheels that allow more into contact might be nice for dealing with interceptions. I can see that it would bring problems with the opponents' previous move as they carefully aligned to make the charger's task more difficult. As the rules are written, the chargers get the freedom of action. On balance this is a good thing. This makes contacts happen and avoids armies just staring at each other.
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Post by madcam2us »

Gino,

Reading between the lines, I think your having issues with wheels that go beyond a blocking unit to hit another BG some distance away, yes?

If so, see my thread about wheeling past the point of contact that RBS chimed in on...

A wheel during a charge can only go to the poc of a BG in front of it, measured when the charge is declared. One can't make the wheel continue beyond that first POC should that first BG evade/rout.

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kal5056
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Post by kal5056 »

Madcam,
My question about wheeling in a charge relates directly to the other thread I started on here about "Away from the enemy"\
If you look at my last post on that thread you will see the Cheese potential of allowing a choice of a wheel for the only reason being to make a unit break and rout into friends.
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rbodleyscott
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Post by rbodleyscott »

kal5056 wrote:Madcam,
My question about wheeling in a charge relates directly to the other thread I started on here about "Away from the enemy"\
If you look at my last post on that thread you will see the Cheese potential of allowing a choice of a wheel for the only reason being to make a unit break and rout into friends.
or not
shall
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Post by shall »

The logic is that it allows wheels that would target additional BGs if they are a better target.

So you can wheel to get extra dice, or to get 4 dice into a better target vs 2 if you went dead ahead. Seems entirely logical and sensible.

Allowing it only if you get more in combat would not allow this in most cases. It would add huge cheese in that you could block a charge by standing just inside charge range dead ahead with a decent target - e.g. skimishers - even if there are good targets either side. If you want to limit potential to wheel get close to the enemy and restrict their space.

Si
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