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ZOC and IZ

Posted: Sun Nov 28, 2010 8:30 pm
by Jilu
Strange that the Interception zone and the ZOC do no have the same range.

Posted: Sun Nov 28, 2010 9:55 pm
by philqw78
A 4MU ZOC. Is there a reason it should be so large? That would be great. Pinning some foot from 4 MU away. Get it right against undrilled rubbish and they'd hardly ever move.

Posted: Sun Nov 28, 2010 10:19 pm
by philqw78
And this part of the forum is for suggesting areas of the rules that need improvements. It would also help if you suggest how.

Posted: Sun Nov 28, 2010 10:49 pm
by lawrenceg
philqw78 wrote:A 4MU ZOC. Is there a reason it should be so large? That would be great. Pinning some foot from 4 MU away. Get it right against undrilled rubbish and they'd hardly ever move.
They don't move much anyway. But it could be a handy way to curtail all that pesky drilled stuff and skirmishers. Even a 6 MU restricted area would be worth looking at.

Posted: Sun Nov 28, 2010 11:14 pm
by Strategos69
lawrenceg wrote:
philqw78 wrote:A 4MU ZOC. Is there a reason it should be so large? That would be great. Pinning some foot from 4 MU away. Get it right against undrilled rubbish and they'd hardly ever move.
They don't move much anyway. But it could be a handy way to curtail all that pesky drilled stuff and skirmishers. Even a 6 MU restricted area would be worth looking at.
Especially for the drilled infantry and cavalry turning in front of your nose...

Posted: Mon Nov 29, 2010 7:39 am
by Jilu
Strategos69 wrote:
lawrenceg wrote:
philqw78 wrote:A 4MU ZOC. Is there a reason it should be so large? That would be great. Pinning some foot from 4 MU away. Get it right against undrilled rubbish and they'd hardly ever move.
They don't move much anyway. But it could be a handy way to curtail all that pesky drilled stuff and skirmishers. Even a 6 MU restricted area would be worth looking at.
Especially for the drilled infantry and cavalry turning in front of your nose...
That is just what i was thinking of.
i done it myslef this weekend and found it not very logical to be able to pass the front of an ennemy within its charge range without any risk.

Posted: Mon Nov 29, 2010 2:26 pm
by Strategos69
Indeed you can't imagine, if you don't play very often, how hard is to remember all the different distances that have to be kept in mind every time you play again. I would fix one and go for that. 6 MU is basically the arrow distance, where troops would not go for fancy rounds. I would only make the exception if other friendly troops are in between, thus allowing reserves to move around instead.

Posted: Mon Nov 29, 2010 3:18 pm
by Jilu
Strategos69 wrote:Indeed you can't imagine, if you don't play very often, how hard is to remember all the different distances that have to be kept in mind every time you play again. I would fix one and go for that. 6 MU is basically the arrow distance, where troops would not go for fancy rounds. I would only make the exception if other friendly troops are in between, thus allowing reserves to move around instead.
2 is not enough for sure !
i was thinking charge distance ... but indeed 6 MU seems logical as it stops your double move so means you are engaged in 'combat zone'

2 MU for me seems not much how many battles show troops moving freely 'let us choose where to hit the ennemy and avoid those pikes or elephants doing moves that even Frederick the 2 Royal Guard could not do in 1753'

But i would do it more subtle 5 MU (cavalry charge distance) and ignore LF and LH except if LF in front of LH