View Full Version : Reaching the enemies camp (p48)
krijger
01-04-2010, 09:57 PM
Ok, rules-laywer hat on..
Easiest way to win a battle (decisive) is to reach the enemy camp.
First charge: Triumph (move from zone 4 to zone 6)
Round 2: Withdraw
Round 3: Charge & Triumph (move from zone 6 to 8)
Round 4: Push Deeper (move from zone 8 to 9) and you are in camp, battle over due to -20 intensity...
Do I see this wrong?
fg,
Thijs
Round 2 : Withdraw => Move back or Recoil 1 Zone !!!! So, going to Zone 5.
Then, in round 3, you Charge from Zone 5 to Zone 7, where you can find reserve troops, thats decrease the Battle skill of the unit commader by 10, and that can join the unit you want attack (so, attacking 2 units....)
But, in your example, you made lot's of Triumphs !!!!
I haven't tried the system, but I think it isn't so easy to go through the battlefield directly to the ennemy camp...
krijger
01-04-2010, 10:21 PM
Ok so,
First charge: Triumph (move from zone 4 to zone 6)
Round 2: Push deeper win (move from zone 6 to zone 7)
Round 3: Push deeper win (move from zone 7 to zone 8)
Round 4: Push Deeper win (move from zone 8 to 9) and you are in camp, battle over due to -20 intensity...
Rearguard you only meet during Pursue or Chase, where are the meeting reserve troops mentioned (p41 doenst mention how to meet them)?
fg,
Thijs
Gwefrwafr
01-05-2010, 02:16 AM
Page 48 (from index) says that there is an optional rule that give you 1d6 individuals to fight from random enemy units per knight. That can be a lot of ppl and glory! Your army buddies, however, might object to, that you are looting while they are working. :)
I don't think the reserve units are used to defend the enemy camp, but to win the battle. (I might have read somewhere about warriors that got caught up looting, and behind them the battle was lost.)
Anyway there are no rules for enemy reserves, but it might be those that make out that extra unit that is always there to attack us after a charge. ;)
We did try the system in two medium battles (year 505), and we were happy not to get stomped completely. One Triumph is certainly possible, but you need luck with battle rolls, opponent rolls and melee rolls, to get a second in those battles. Better characters, smaller battle, crap opponents and a gentle GM can ofc make anything possible. :)
Trying again for a good night to u all, G
Reserve troops are explained in p41 : "There are sent in when [...] any troops have broken through".
Moreover, it's explained in p16 that the Zones 3 and 7 may also have fresh reserves....
krijger
01-05-2010, 09:11 AM
Reserve troops are explained in p41 : "There are sent in when [...] any troops have broken through".
Moreover, it's explained in p16 that the Zones 3 and 7 may also have fresh reserves....
So what are the chances of running into reserves when reaching zone 8/9?
fg,
Thijs
Clydwich
01-05-2010, 09:21 AM
So what are the chances of running into reserves when reaching zone 8/9?
fg,
Thijs
Well, from 0 to 100%.
It all depends on the battle intensity and the GM. If it is good for the story, and the enemy army is not in full flight, there might always be an extra unit there.... One that took casualties before, and is now on its way to the camp for some serious first aid, or some late comers, or even a reserve unit that is too far back.
There are, as far as I can see, no hard and fast rules for this. Just what the GM finds logical and/or necessary.
krijger
01-05-2010, 10:55 AM
Ah, of course GM-fiat is always on option (and one I use a lot) but if I want to hand-wave I'll hand-wave the entire battle.
I always look for a solid rules system that I can then ignore if needed.
Given the short description on pg 41, I would say that (scripting events ignored) any time players break through to zone 8 they ALWAYS encounter the reserves next round, because after-all that's why they are there, to protect the camp etc..
fg,
Thijs
Gwefrwafr
01-05-2010, 04:50 PM
In every zone the PCs enter behind enemy lines they have to make an opposed battle roll, usually against a semi random enemy as normal. (p 16)
There are no empty zones. The enemy you roll in these zones can be called reserve. Just not determined beforehand.
Merlin
01-05-2010, 05:03 PM
I haven't seen the final rules and so can't comment on the details - but you've got the general gist of it right. To win you want to make best use of charging and withdrawing. That said, although that is the desire, in our experience during playtesting, it isn't often as easy as that sounds. Played by the book it usually gets messy pretty fast. It only takes one dud roll for everything to unravel!...
Hambone
01-07-2010, 08:05 PM
Ok so,
First charge: Triumph (move from zone 4 to zone 6)
Round 2: Push deeper win (move from zone 6 to zone 7)
Round 3: Push deeper win (move from zone 7 to zone 8)
Round 4: Push Deeper win (move from zone 8 to 9) and you are in camp, battle over due to -20 intensity...
Rearguard you only meet during Pursue or Chase, where are the meeting reserve troops mentioned (p41 doenst mention how to meet them)?
fg,
Thijs
After having played the battle system extensively i will say that getting Triumphs is feast or famine. If EVERY player knight is experienced and has 20-25 or more weapon skills, etc... then its possible, but still not easy....... But....introduce one NEW beginning or less experienced knight with a score under 20, and u WILL almost NEVER triumph. One bad apple ya know? Also, pushing deeper is very hard. Not to be taken lightly, because one bit of misfortune ( like a player knight being seperated from the group when he's knocked from his horse ) pretty much ensures death, or if your lucky, capture. Just because players are deeper in doesnt necessarily correlate to the rest of the army being deeper in, so if you are pushing deeper you might just find yourself cut off from rescue. so even without counting the reserve, the above scenario is very unlikely. In fact in all the times Ive played the system it has never occured even when our knights were all 20-30 skill! Its very tough. Good luck! :)
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