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Post by kaiphranos on Jun 26, 2022 12:00:43 GMT
Had a thought this morning: what if LH units were allowed to just choose to recoil instead of fighting a combat? I expect there would have to be some restrictions - you'd have to make the choice before rolling the dice, and you probably shouldn't be able to do it if your opponent is also LH or if the unit has enemy in contact with the flank. But if it triggered pursuits, it would be a way of representing "feigned retreat" tactics and LH's superior maneuverability.
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Post by vodnik on Jun 26, 2022 13:15:51 GMT
...LH are skirmishers, mostly mounted archers who avoid close combat unless they surround the opponent or when he is demoralized...
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Post by stevie on Jun 26, 2022 13:31:58 GMT
That is a good idea Kaiphranos. However, there are a few issues:- Hindering Terrain: I don’t think it should be allowed in Rough or Bad Going. Shooting: I also don’t think it should be allowed when shot at. Against Cavalry: Cv were the troops used to counter LH historically. Perhaps it would be better if it said:- “LH may automatically recoil instead of rolling for combat if they wish, but only in close combat in good going with an enemy that is slower.” (And as Vodnik says, see also fanaticus.boards.net/post/30985/ )
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Post by kaiphranos on Jun 26, 2022 13:49:23 GMT
That is a good idea Kaiphranos. However, there are a few issues:- Hindering Terrain: I don’t think it should be allowed in Rough or Bad Going. Shooting: I also don’t think it should be allowed when shot at. Against Cavalry: Cv were the troops used to counter LH historically. Perhaps it would be better if it said:- “LH may automatically recoil instead of rolling for combat if they wish, but only in close combat in good going with an enemy that is slower.” (And as Vodnik says, see also fanaticus.boards.net/post/30985/ ) Yes, I agree - those all seem like reasonable restrictions. I have seen the proposal for LH to ignore corner overlaps before and that also sounds reasonable; I wonder if both together would work or if it would tip the scales too much in the other direction...
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Post by stevie on Jun 27, 2022 0:36:43 GMT
Anything that helps the poor weak wimpy LH armies can only be a good thing. As for “tipping the scales in the other direction”, the only way to find out is to playtest, playtest, and then playtest it some more. (Huns and Mongols constantly under-perform compared to their historical reputation)
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Post by medievalthomas on Jun 27, 2022 16:42:51 GMT
After lots of grinding on LH, we came up with the following:
Evade. Any Element with the Evade Ability (like LH) converts a Destroyed on Double result to a Flee Result if the losing Element has a higher MA in the Terrian it or its opponent occupies or against all Distant Shooting. Negated by Bow in Close Combat.
In return LH loses its Shock Ablitity (Destory on More) v. Knights.
This much more correctly simulates Knight v. LH as now its not a slogging match but instead the LH Evades unless trapped drawing the Pursuing Knights into unfavorable combats.
Results have been excellent in many playtest games.
The other factor to consider is LH never work well in the 12 Element game because the need to swarm in numbers to be effective. But if you use the D3H2 point system this problem is resolved.
If feeling more adventurous you can beef up particularly dangerous opponents such as Mongols by making them Lethal (+1 on a Winning score).
Thomas J. Thomas Fame & Glory Games
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