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Post by goldenhord on Nov 6, 2022 17:34:55 GMT
Hi guys We have 2 questions following a tournament in Paris
1. Gate of a fort When we are getting out from a city the element is placed out of the cities (behind the door) it gives +1 pip (Move)+1pip(out of the gate )then do a move the next turn When we are getting out from a fort the element could make a full movement from the fort (just +1 pip for the move and +1 pip to get out) we do not see in the rule the same mecanism. Does it mean that getting out thru a gate of a fort is different from getting out from a gate of a a city ?
2. Thru a city A city with 2 gates. an element enter in the city pass thru the city and get out from the gate in 1 pip only because he is out of the city at te beginning ?
we appreciate your point of view and the page and § it speaks about. thank you.
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Post by stevie on Nov 7, 2022 9:09:06 GMT
Hmmm…I’m not sure that gates quite work in the way you describe Goldenhord.
Page 8, Player Initiative Point Dicing says you pay an extra PIP when:- "(a) If the moving element or group includes any Scythed Chariots not moving into contact with enemy, Elephants, Hordes, War Wagons, Artillery, denizens or camp followers, or is an element currently garrisoning (?) a city, fort or camp.” (Note that by ‘garrisoning’ it really means ‘occupying’, as mounted and sacking troops cannot be a garrison) So it costs 2 PIP’s to leave a City or Fort via a gate, or to leave a Camp via any edge. Think of this as the extra time and confusion in getting all the men together and formed-up.
Page 7, Built-Up Area (BUA’s), second paragraph, says:- (a) “A single friendly group or element can move through a city, even if it is garrisoned, by using 1 PIP (see p.8) per element to get from just outside the first gate to having the last moving just outside the far gate.” I take this to mean that when a column spends its usual number of PIP’s to move, and ends up with its front element touching a City gate, it can spend a extra PIP per element to teleport itself and end up with the rear-edge of the last element in that column in contact with the far gate. This will exceed its normal move distance as it’s using the roads within the City.
In short, it costs 2 PIP’s to leave a CIty, Fort, or Camp. And it costs 2 PIP’s for a single element to approach a City gate then pass through to the far gate. A column will cost more…1 PIP per element to pass through the City to reach the far gate.
By the way; the FAQ says you cannot recoil or flee through a gate either.
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Post by goldenhord on Nov 7, 2022 13:19:11 GMT
hi stevie, we agree the first point but it is not the question: when leaving a fort: do you go out the fort close the gate for 2 points (we always played like that) or do you have the liberty to do a full move (in contact or not) for the 2 points. It is clear for the city not for the fort gate ? Ok for the second point 2 points to go thru a city from outside near gate to outside far gate. We will pass the infos.
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Post by stevie on Nov 7, 2022 14:16:41 GMT
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Post by goldenhord on Nov 7, 2022 17:45:22 GMT
so you mean an element inside a fort could make a full move from the gate and enter into combat with 2 pips ? (if no threat zone)
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Post by stevie on Nov 7, 2022 18:17:16 GMT
Yes…at least, there is nothing in the rules that says otherwise. And Camps don’t actually have any visible gates.
I like to think of it as the defenders making a sudden surprise sally, at the run, and they formed up inside out of view of their enemies.
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Post by goldenhord on Nov 7, 2022 20:05:48 GMT
OK thank you Stevie, I will pass the information and we will play accordingly in ther tournament.
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