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Post by stevie on Dec 5, 2018 9:35:40 GMT
What happens when fleeing Cv or LH flee for say 2 BW, but then bump into rough going or a marsh? And it’s the same question when LH bumps into any bad or rough going. The rules seem a little unclear, so I wonder what the consensus of the DBA community is on this matter. Here are the relevant page and paragraph rules:- [6.7] Bad and rough going slows and reduces move distances. [8.7] A Tactical Move is a voluntary move that uses PIPs and happens before shooting and close combat. [8.7] Outcome Moves (recoils, flees and pursuits), which are compulsory, do not use PIPs and follow combat. [9.2] Tactical Move Distances: 1 BW if any (other than ‘fast’, Ax and Wb) in bad or rough going for any part of the move. [12.6] A fleeing element turns 180 degrees then moves its full tactical move distance for the going it starts in. [12.7] A fleeing element halts if it meets bad going (other than a marsh), but Ps and LH do not halt. There seems to be three possible interpretations:- (a) they halt because of rule 9.2 (i.e. a maximum total distance of 1 BW if in bad or rough for any part of the move)... (b) fleeing that starts in good going is not slowed at all by marsh and rough going (and LH are not slowed by bad going either)... (c) they flee as much as they can, but cannot move more than 1 BW once they enter or begin in rough or bad going. Interpretation (a) cannot be right...it would be the same as halting if they flee any distance at all before meeting the terrain. Interpretation (b) seems to be what the rules imply...fleeing troops are not interested in keeping formation, so can move further. Interpretation (c) makes sense...the Cv/LH would flee say 2 BW, meet terrain, then have their remaining move reduced to 1 BW. However, interpretation (c) is not mentioned anywhere in the current rules. Sooooo, which is it? Some potentially useful player aids can be found here, such as the “Quick Reference Sheets” from the Society of Ancients, and the new “Army List Corrections” file: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes And this is the latest January 2018 FAQ: fanaticus-dba.wikia.com/wiki/FAQ_2018
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Post by wingman on Dec 5, 2018 17:04:55 GMT
I believe that it is a full tactical move based on the terrain that they were in at the instant of suffering the defeat.
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Post by Tony Aguilar on Dec 5, 2018 19:24:51 GMT
I have always seen rule (a) implemented.
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Post by martin on Dec 5, 2018 19:30:20 GMT
(B), as written, despite the irrational nature of the written rule.
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Post by Simon on Dec 5, 2018 20:08:01 GMT
I agree with Martin - B. As an aside, I do like the HoTT flee rules that has elements avoiding obstacles/enemies/friends with certain exceptions rather than running into them.
Simon
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Post by paulisper on Dec 5, 2018 20:41:29 GMT
What happens when fleeing Cv or LH flee for say 2 BW, but then bump into rough going or a marsh? [12.6] A fleeing element turns 180 degrees then moves its full tactical move distance for the going it starts in. There seems to be three possible interpretations:- (b) fleeing that starts in good going is not slowed at all by marsh and rough going (and LH are not slowed by bad going either)... Interpretation (b) seems to be what the rules imply...fleeing troops are not interested in keeping formation, so can move further.
12.6 is the key, for me, so (b) I believe is the correct answer. P.
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Post by jeffreythancock on Dec 6, 2018 0:05:08 GMT
If a flee is an outcome move, not a tactical move, how would a) apply if it is labeled "Tactical Move Distance"? Count me confused! By my simple mind , you turn 180 degrees and make a flee outcome move, but Cv and LH would halt as soon as they hit the bad going, right? If they hit rough going, they continue to move into it at the remaining flee distance for the going they started out in? I have always seen rule (a) implemented.
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Post by lkmjbc on Dec 6, 2018 2:47:05 GMT
Sometimes simple is best. In fact... most of the time simple is best.
Joe Collins
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Post by bob on Dec 6, 2018 4:21:49 GMT
The reference to "Tactical Move Distance" is merely a reference to the distance to be travelled. The Flee is, indeed, an outcome move, not subject to the Tactical Move rules (other than distance). Note that Phil considers these different, in the Interpenetration, he states "If making a tactical move or fleeing, . . ." This shows they are different. Thus we need only consider the text of the Flee section.
The fleeing element turns and moves "straight forward" for the distance indicated in the Tactical Move section. 4BW for Cavalry and LH if starting in good going, 1 Base Width if in Bad Going or Rough. Cav stops if it hits Bad Going, but continues into Marsh, unless starting in Bad Going. It continues into Rough. LH continues into Bad or Rough at Good Going rate. Both are destroyed if enters river.
Thus b in the original question.
FLEEING This represents a panic individual rush to the rear. A fleeing element turns 180 degrees in place; and then moves straight forward without turning for its full tactical move distance for the going it starts in. It then stops until making a tactical move or conforming to further contact by enemy. If it contacts a side battlefield edge, it pivots and continues the move along that edge towards its rear battlefield edge. If any part of it crosses any other battlefield edge it is removed as lost.
It stops before completing its move and lines up if its front edge (or front corner only) contacts any of: (a) enemy (whom it will fight next bound), (b) friends it cannot pass through (as specified on p.9), (c) a city, fort or camp, (d) a waterway, or (e) for troops other than Psiloi or Light Horse, any bad going except marsh it is not already at least partly in.
It is destroyed if it starts with an enemy front edge in contact with its flank or rear edges, or if after turning it cannot move at all, or if it enters any river. If a friendly or enemy element prevents further movement by fleeing Elephants or Scythed Chariots, both elements are destroyed.
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Post by stevie on Dec 6, 2018 5:52:01 GMT
Thanks for all the replies everyone. So interpretation (b) it is then:- Fleeing that starts in good going is not slowed by marsh or rough going. And fleeing LH that starts in good going is not slowed by any area terrain. Mind you, I’m with Simon - both HoTT and DBMM have fleeing troops changing direction to avoid certain obstacles. (Isn’t it odd that HoTT, which is not based on historical reality, has realistic fleeing rules... ...while DBA, which supposedly IS based on historical reality, does not! It would be nice if all three versions of the rules had the same fleeing results and effects. Oh well, maybe something for a future version of DBA perhaps...)Some potentially useful player aids can be found here, such as the “Quick Reference Sheets” from the Society of Ancients, and the new “Army List Corrections” file: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes And this is the latest January 2018 FAQ: fanaticus-dba.wikia.com/wiki/FAQ_2018
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Post by paddy649 on Dec 6, 2018 7:15:13 GMT
Hmmmm. While I agree that is how the rules are written it implies that the fleeing elements can move faster through difficult terrain when fleeing than at any other time. Seems odd. Take that logic further - what if the terrain is impassable? A small lake for example not big enough to count as a waterway. Does it suddenly become passable when Cav flee? Would they magically flee across a lake? To me common sense must apply and a different interpretation ot application of HOTT principles appears sensible despite diverging from the written word. Rules are after all for the guidance of wise men and the adherence of others.
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Post by bluestone28 on Dec 6, 2018 7:55:25 GMT
and i continue to think ( ) that it's strange that a fleeing unit don't go out of the side board but slide on the side to their deployment side... (considering that a recoil unit don't do that and just go out by any side) for me it's an artificial rule with the goal of keeping unit alive a little longer! fleeing is fleeing, for me, most of the time, it's hard to have the whole unit came back and return to fight. (or at last, it need an "after fleeing" rule)
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Post by Simon on Dec 6, 2018 9:02:09 GMT
Hmmmm. While I agree that is how the rules are written it implies that the fleeing elements can move faster through difficult terrain when fleeing than at any other time. Seems odd. Take that logic further - what if the terrain is impassable? A small lake for example not big enough to count as a waterway. Does it suddenly become passable when Cav flee? Would they magically flee across a lake? To me common sense must apply and a different interpretation ot application of HOTT principles appears sensible despite diverging from the written word. Rules are after all for the guidance of wise men and the adherence of others. I gues they move quicker because they are in a bit of a panic. Also, I think that in the rules the only terrain that is impassable is a waterway and the rules are quite clear that troops stop when fleeing and meet a waterway, If you have a small lake, which does not exist in the rules, then you would need to have a house rule. This is what Bob did when he added a pond to his excellent Spartacus scenario in GBOH. Simon
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Post by stevie on Dec 6, 2018 10:47:24 GMT
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Post by Tony Aguilar on Dec 6, 2018 14:37:45 GMT
The reference to "Tactical Move Distance" is merely a reference to the distance to be travelled. The Flee is, indeed, an outcome move, not subject to the Tactical Move rules (other than distance). Note that Phil considers these different, in the Interpenetration, he states "If making a tactical move or fleeing, . . ." This shows they are different. Thus we need only consider the text of the Flee section. The fleeing element turns and moves "straight forward" for the distance indicated in the Tactical Move section. 4BW for Cavalry and LH if starting in good going, 1 Base Width if in Bad Going or Rough. Cav stops if it hits Bad Going, but continues into Marsh, unless starting in Bad Going. It continues into Rough. LH continues into Bad or Rough at Good Going rate. Both are destroyed if enters river. Thus b in the original question. FLEEING This represents a panic individual rush to the rear. A fleeing element turns 180 degrees in place; and then moves straight forward without turning for its full tactical move distance for the going it starts in. It then stops until making a tactical move or conforming to further contact by enemy. If it contacts a side battlefield edge, it pivots and continues the move along that edge towards its rear battlefield edge. If any part of it crosses any other battlefield edge it is removed as lost. It stops before completing its move and lines up if its front edge (or front corner only) contacts any of: (a) enemy (whom it will fight next bound), (b) friends it cannot pass through (as specified on p.9), (c) a city, fort or camp, (d) a waterway, or (e) for troops other than Psiloi or Light Horse, any bad going except marsh it is not already at least partly in. It is destroyed if it starts with an enemy front edge in contact with its flank or rear edges, or if after turning it cannot move at all, or if it enters any river. If a friendly or enemy element prevents further movement by fleeing Elephants or Scythed Chariots, both elements are destroyed. Definitely something that should be included in the FAQ to avoid arguments at a convention.
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