Log in

View Full Version : Withdraw vs 2



ewilde1968
03-16-2010, 05:39 AM
I saw in a thread here (Battle report) the "Withdraw against 2" option. It was my understanding that when using BoB, the unit commander succeeds and the Unit Intensity crits (i.e. partial success for unit commander) that the unit must Stand vs. Two. Is it instead possible to use any of the partial success maneuvers even when the Unit Intensity crits?

Thus, if the unit commander succeeds and Unit Intensity crits the list of possible maneuvers are:
Attack vs. Two
Chase (chasing two separate units?)
Follow (follow two separate units?)
Stand vs. Charge (and one other unit)
Stand vs. Two
Run Away! (from two)
Withdraw (from two)

Note: I left out Stand Fast since when double attacked Stand Fast would be Stand vs. Two.

Some of these don't make sense, such as following two separate units. But it seemed to me that even Withdraw could be forbidden when the Unit Intensity crits and the unit commander succeeds.

How do you all handle this situation? Do you allow a Withdraw maneuver in this circumstance? I'm inclined to allow it since otherwise the knights are stuck in the killing zone meat grinder.

LeeBernhard
03-16-2010, 07:25 AM
This thread suggests Yes, you can choose partial success maneuvers (modified by being attacked by two attackers). (Emphasis mine)





What happened if for the Unit Commander’s Battle Roll, we have this result :

Fumble for the Battle Roll => Unit is Charged !
AND Critical success in Unit Intensity => Unit is Double Attacked !

Will the players have to choose the “Stand vs. Charge” or the “Stand vs Two” Maneuver ?

If they choose to Stand at all, then they must choose that defensive maneuver.
They will, of course, have other options too.
--g


Further clarified:





What other options do they have? I thought Stand vs. Charge/Two would be compelled because of this rule (BoB p. 28 under Defensive Maneuvers):
Run Away! etc

And even further:





Assume the unit commander achieves a partial success on his battle roll but the Unit Intensity Roll is a Critical Success, indicating that the unit will be double attacked. The unit commander chooses to Withdraw. The GM rolls three times on the enemy army table. How many enemies attack? One, per the Withdraw maneuver, or two per the Stand vs. Two?

Two will attack the withdrawing unit.

ewilde1968
03-16-2010, 08:00 AM
This thread suggests Yes, you can choose partial success maneuvers (modified by being attacked by two attackers).


Thanks, Lee. That does make sense and is how I would tend to play it.

srhall79
03-17-2010, 06:30 AM
Playing the first battle in the GPC with the BOB rules, I initially thought that if the intensity critted, the players' unit would have to stand vs. two. This ended up being both dangerous and frustrating to the players, as they were forced to split their low starting skills or get creamed by the Saxons. Nothing short of a miracle was going to give them a chance to meaningfully affect the battle.

A week later, we replayed the battle. This time, I allowed the until to withdraw even if the intensity was critical, but they'd have to fight the two units. Even though the glory for this replay was lower (as the PKs managed to withdraw and charge into more sensible fights than against two units), everyone was happier with the results. The PKs got to feel like they were doing something, not just trying to keep their heads above water.

Greg Stafford
07-10-2010, 04:46 AM
Playing the first battle in the GPC with the BOB rules, I initially thought that if the intensity critted, the players' unit would have to stand vs. two. This ended up being both dangerous and frustrating to the players, as they were forced to split their low starting skills or get creamed by the Saxons. Nothing short of a miracle was going to give them a chance to meaningfully affect the battle.

A week later, we replayed the battle. This time, I allowed the until to withdraw even if the intensity was critical, but they'd have to fight the two units. Even though the glory for this replay was lower (as the PKs managed to withdraw and charge into more sensible fights than against two units), everyone was happier with the results. The PKs got to feel like they were doing something, not just trying to keep their heads above water.


That is correct, as long as the Unit Commander had at least a Prtial Success.