Request for Optional Rule
Posted: Fri Jun 17, 2016 12:28 am
Ok - seems I am not the only one that is against the current long move for routers/pursuers so to stop the amount of discussion on this topic I simply ask for Richard to consider adding in an option that would shorten the distance both of these units move.
For cavalry - make it 3 tiles. For infantry - 1 tile. The pursuing unit would follow up right along with that at the same rate.
Thus if cavalry breaks then sure, the infantry cant catch it. It would move 3 tiles, the infantry only 1.
And no attacking in follow up movement. If pursuing for THAT melee phase it is locked onto its target.
Again, this would be an OPTION.
Note: In John Tiller's Napoleonic Battle series I was able to get some 8-10 additional options added in that the guys liked. Two of the rules had dissent. The rest were "spot on." I know what I am saying here - when you give the guys an option on something like this you KEEP customers.
By enabling one rule I stopped the nonsense of entire BRIGADES disappearing from the map in ONE 15 min. turn. (game is battalions for infantry/regiments for cavalry)
You can still have collapses.
Btw - collapses like that at Waterloo - the Scots Greys charge from forward movement to rearward withdraw from what I have heard took 40 mins. to accomplish. In our series that would translate to 3 turns.
So in one turn you rout a key unit in the P&S series games then there is the morale test as the routed/broken unit rushes by, some units Disrupt. Fine! But then in the next phase you have a follow up charge by more units and away goes the Disrupted units.
I am just saying that to constrain the series to one view is limiting what others see as a fun game.
I would be happy to mod scenarios or play other versions of the Swedish/Imperialist cavalry to solve that dilemma.
Or let me put it this way: can you script the distance that units move during pursuit and override the default setting? I remember when building the Metz module for Battle Academy that most anything was possible as long you knew C script programming.
For cavalry - make it 3 tiles. For infantry - 1 tile. The pursuing unit would follow up right along with that at the same rate.
Thus if cavalry breaks then sure, the infantry cant catch it. It would move 3 tiles, the infantry only 1.
And no attacking in follow up movement. If pursuing for THAT melee phase it is locked onto its target.
Again, this would be an OPTION.
Note: In John Tiller's Napoleonic Battle series I was able to get some 8-10 additional options added in that the guys liked. Two of the rules had dissent. The rest were "spot on." I know what I am saying here - when you give the guys an option on something like this you KEEP customers.
By enabling one rule I stopped the nonsense of entire BRIGADES disappearing from the map in ONE 15 min. turn. (game is battalions for infantry/regiments for cavalry)
You can still have collapses.
Btw - collapses like that at Waterloo - the Scots Greys charge from forward movement to rearward withdraw from what I have heard took 40 mins. to accomplish. In our series that would translate to 3 turns.
So in one turn you rout a key unit in the P&S series games then there is the morale test as the routed/broken unit rushes by, some units Disrupt. Fine! But then in the next phase you have a follow up charge by more units and away goes the Disrupted units.
I am just saying that to constrain the series to one view is limiting what others see as a fun game.
I would be happy to mod scenarios or play other versions of the Swedish/Imperialist cavalry to solve that dilemma.
Or let me put it this way: can you script the distance that units move during pursuit and override the default setting? I remember when building the Metz module for Battle Academy that most anything was possible as long you knew C script programming.