LH flees through BAD GOING at full speed!
May 13, 2020 9:48:46 GMT
Haardrada, zendor, and 1 more like this
Post by stevie on May 13, 2020 9:48:46 GMT
Inspired by the “Pursuing in columns” thread, I thought I’d take this opportunity to remind
players of another rather obscure rule that often seems to be overlooked or misunderstood.
Fleeing Cavalry is not slowed by Rough Going, nor is fleeing Light Horse slowed by Rough OR Bad going.
The relevant bits are these.
The first paragraph of the Fleeing section on page 12 says:-
“A fleeing element turns 180 degrees in place (unless shot at least partly on its rear edge – see the FAQ),
and then moves straight forward without turning for its full tactical move distance for the going it starts in.”
The second paragraph of the Fleeing section says:-
“It stops before completing its move and lines up if its front-edge (or front-corner only) contacts any of:-
(e) for troops (other than Psiloi or Light Horse) any bad going (except marsh) it is not already at least partly in.”
So, Cavalry fleeing from being doubled by say Spears or Pikes will flee 4 BW if it starts in Good Going,
and only stops if it meets something it cannot penetrate or meets Bad Going (but will flee into a Marsh).
There is no mention of stopping or it being slowed if it meets Rough Going.
Likewise, Light Horse fleeing from being doubled by say Spears or Pikes will flee 4 BW if it starts in Good Going,
and only stops if it meets something it cannot penetrate, but keeps going if it meets any Rough or Bad Going.
There is no mention of stopping or being slowed if it meets Rough or Bad Going.
Remember, fleeing is an involuntary outcome move, and not a voluntary Tactical Move, so has different effects,
as mentioned under the first paragraph of the Tactical Moves section on page 8:-
“(Tactical moves) must not be confused with outcome moves (recoils, flees and pursuits), which are compulsory,
do not use up PIPs and follow distant shooting or close combat.”
This rule makes sense when you think about it.
Fleeing troop running for their lives are not concerned with keeping formation or staying together in a bunch.
When it’s a case of ‘every-man-for-himself!’ they are bound to move faster, while any victorious pursuers will
be cheering and laughing as they halt to reform.
Some Helpful Downloads can be found here: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
And here is the latest Jan 2020 FAQ: ancientwargaming.files.wordpress.com/2020/01/dba_faq_q1_2020_final.pdf
players of another rather obscure rule that often seems to be overlooked or misunderstood.
Fleeing Cavalry is not slowed by Rough Going, nor is fleeing Light Horse slowed by Rough OR Bad going.
The relevant bits are these.
The first paragraph of the Fleeing section on page 12 says:-
“A fleeing element turns 180 degrees in place (unless shot at least partly on its rear edge – see the FAQ),
and then moves straight forward without turning for its full tactical move distance for the going it starts in.”
The second paragraph of the Fleeing section says:-
“It stops before completing its move and lines up if its front-edge (or front-corner only) contacts any of:-
(e) for troops (other than Psiloi or Light Horse) any bad going (except marsh) it is not already at least partly in.”
So, Cavalry fleeing from being doubled by say Spears or Pikes will flee 4 BW if it starts in Good Going,
and only stops if it meets something it cannot penetrate or meets Bad Going (but will flee into a Marsh).
There is no mention of stopping or it being slowed if it meets Rough Going.
Likewise, Light Horse fleeing from being doubled by say Spears or Pikes will flee 4 BW if it starts in Good Going,
and only stops if it meets something it cannot penetrate, but keeps going if it meets any Rough or Bad Going.
There is no mention of stopping or being slowed if it meets Rough or Bad Going.
Remember, fleeing is an involuntary outcome move, and not a voluntary Tactical Move, so has different effects,
as mentioned under the first paragraph of the Tactical Moves section on page 8:-
“(Tactical moves) must not be confused with outcome moves (recoils, flees and pursuits), which are compulsory,
do not use up PIPs and follow distant shooting or close combat.”
This rule makes sense when you think about it.
Fleeing troop running for their lives are not concerned with keeping formation or staying together in a bunch.
When it’s a case of ‘every-man-for-himself!’ they are bound to move faster, while any victorious pursuers will
be cheering and laughing as they halt to reform.
Some Helpful Downloads can be found here: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
And here is the latest Jan 2020 FAQ: ancientwargaming.files.wordpress.com/2020/01/dba_faq_q1_2020_final.pdf