Charging?
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Robert241167
- Lieutenant Colonel - Elite Panther D

- Posts: 1368
- Joined: Fri Sep 05, 2008 5:03 pm
- Location: Leeds
Re: Charging?
Hi grandad
The charging BG would go the extent of it's charge based on its VMD roll.
It would be along the same charge path unless all evaders went outside the charge path then it could alter its charge to follow them.
If it reached other BG's then they could evade or take the charge, or even the charging could choose to stop short depending on the type of charging BG and the other BG's it reached.
Can you provide a specific situation?
Rob
The charging BG would go the extent of it's charge based on its VMD roll.
It would be along the same charge path unless all evaders went outside the charge path then it could alter its charge to follow them.
If it reached other BG's then they could evade or take the charge, or even the charging could choose to stop short depending on the type of charging BG and the other BG's it reached.
Can you provide a specific situation?
Rob
Re: Charging?
i understand that but what happens to the charging unit if it dosnt make contact
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Robert241167
- Lieutenant Colonel - Elite Panther D

- Posts: 1368
- Joined: Fri Sep 05, 2008 5:03 pm
- Location: Leeds
Re: Charging?
It stays at the end of its charge and then doesn't move in the movement phase.
Rob
Rob
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rbodleyscott
- Field of Glory 2

- Posts: 28411
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Charging?
Nothing, except that it cannot move in the movement phase, and cannot shoot in the shooting phase.grandad wrote:i understand that but what happens to the charging unit if it dosnt make contact
Older rule sets forced troops who charged, evaded, pursued etc. to spend a whole turn rallying before they could do something else. We made a design decision not to require this because we did not want to slow down the flow of the game.
Moreover, the notion that a turn in a wargame represents a fixed period of time has largely been replaced in modern rule sets by the concept that each turn represents an initiative or counterinitiative. This tends to produce a more dynamic game without adversely affecting "realism". We feel that it is more important to capture the "flavour" of battle, while giving an enjoyable game, than to slavishly attempt to simulate it whatever the cost in tedium.
