Elephant question

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miffedofreading
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Elephant question

Post by miffedofreading »

I am just asking to make sure.....

a 2 base elephant BG loses a fight rolls a death dice and loses one of the elephants. Even though it passes it's cohesion test it doesn't matter, at the end of the turn it autobreaks and is removed from play?

Ta

Andy
mannmarke
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Post by mannmarke »

That is correct a very brittle troop type.

Mark
shall
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Post by shall »

If they hit the right things they don't tend to lose and then they never test and then they never explode and then chaos ensues...

If they hit the wrong thing they often lose and thus have a decent chance - often around 1 in 3 - of exploding and racing back through their own troops to the rear.

Makes them volatile in action ... .... which seems right. What we have done is found ways to use existing mechanics to make troops feel right to avoid the need for extra rules. Thus maming El all ave in 2s as BGs creates the right britllenss and volatility using the normal rule mechanics - economy with effect if you see what I mean.

On the rules note that

1) an autobroken BG is broken and therefore causes tests and routs BUT
2) it is removed from the table in the following JAP

Don't make the mistake of just removing them when it happens. Another subtlety from the standard move sequence.

Si
miffedofreading
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Post by miffedofreading »

So in the case of an elephant BG that lost 1 base as a result of melee combat. It would rout immediately and the pursuers would follow.
Then in the JAP the elephant would not make a 2nd rout move it would be removed?
In the JAP any friends within 3 inches would test for seeing a friend break.
Back in the melee phase when it rout moved backwards it would have burst through any friends it encountered dropping their cohesion by 1 level.

I think the above is ok isn't it?

I agree it is an elegant way of handling elephants in the existing rules. Of course the owner of the elephants last night was less complimentary about the way the rules handled elephants :)
shall
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Post by shall »

Almost nearly right.......
So in the case of an elephant BG that lost 1 base as a result of melee combat. It would rout immediately and the pursuers would follow.
Immediately not but at the end of that phase (melee say). Any BGs within 3 MU of it at the start of thsi rout test for seeing routing friends.
Then in the JAP the elephant would not make a 2nd rout move it would be removed?
Makes a 2nd rout move before that. Remvoe BGs at the END of the JAP. See move sequence table.
In the JAP any friends within 3 inches would test for seeing a friend break.
No done when it originally breaks as above
Back in the melee phase when it rout moved backwards it would have burst through any friends it encountered dropping their cohesion by 1 level.
Yep unless it can avoid them by a 1 base sidestep as per evade movement section

Thus it gives soem time for the EL to cause some chaos before they evaporate. But gets it voer with quickly as a phase of battle.

Si
miffedofreading
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Post by miffedofreading »

Thanks very much for the clarifications. I had not realised that the router gets the 2nd rout move before being removed for auto breaking. In most cases that will not be a big issue but useful to know.

I misread the cohesion test table, I thought it said that you test at the end of the “turn” for seeing a friend break. I have just rechecked and of course it says phase not turn. Again I don’t think it would often make much difference but useful to know.
shall
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Post by shall »

The 2nd rout usually isn't a big problem - its mainly there to clear routers away as quickly as possible so you can get on with the rest of the game.

However you will find the end of phase makes a big difference. If you get a line fighting with a new charge coming in and the receivers break in the impact phase the tests occur before melee so you can find soem neighbours fighting at DISR or worse.

Si
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