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Post by Simon on Jan 4, 2018 17:42:28 GMT
I have just had a good game of BBDBA based on Nicopolis 1396. I think we got it mainly right apart from forgetting the once per game +1 bonus for the general in a combat!
One issue we were not sure about was when an element in a demoralised command could not be held in place by PIPS and had to flee towards the nearest point of its base edge. Sometimes such an element would contact a friendly element that was either in the same command and was being held in place by PIPS or by an element from another, non-demoralised command. The usual rules for fleeing elements meeting friendly elements are that they stop and line up. This meant that they could stop fleeing towards the table edge and so avoid increasing the the pool of destroyed elements.
Is this how others play it? I sort of felt they ought to take minimal evasive action and keep on running unless colliding with friendly element represents a temporary rally.
Cheers Simon
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Post by gregorius on Jan 5, 2018 0:01:28 GMT
Simon, I would have the fleeing element continue on its way to the rear, even if that included taken evasive action when meeting a friendly held group.
Cheers,
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Post by dogfather on Jan 5, 2018 7:56:41 GMT
I think it depends what we mean by demoralised. Does this really mean flee? Flee to me means they are running to save their lives, dumping shields and spears/ pikes, anything that slows them down, these would not make a temporary rally even if reaching steady friends, demoralised (to me) says troops feel the day is lost and slowly withdrawing from the field (recoils) saving what they can. This is not a rules interpretation, just applying some logic to what is happening on the table
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