[WABlist] Re: shieldwall question

Monday, December 27, 2010

 

Yeah, remember disengaging is very different than giving ground. Disengagement occurs during the movement phase, but you must declare if a unit is going to attempt to do so during the 'declaring charges' phase. Disengaging requires a leadership test, and a failed roll has the same effect as being broken in combat and the unit flees. See page 40.

Giving ground occurs when after a failed break check, the unit which failed it's break check, outnumbers 2:1 the other unit, then the unit (which failed its break check) can attempt to give ground, instead of fleeing as normal. See page 66.

Pat Lowinger
Southern California Warhammer Radio

--- In WABlist@yahoogroups.com, "jbickel2000" <jbickel2000bickel@...> wrote:
>
> Thanks for the feedback Ilan. Disengage is different than giving ground. I don't have the page reference handy but my question is can a unit move in the same turn in disengaged. Disengage in the compulsary move phase and turn around in the movement phase. That would allow cavalry to charge every other turn rather than every third turn. How are others playing this?
>
> Jeff
>
> --- In WABlist@yahoogroups.com, Ilan Mitchell-Smith <imitchellsmith@> wrote:
> >
> > Heya,
> >
> > I think that rule refers to the old Fall Back in Good Order Rule, which is
> > now replaced with "Giving Ground" and "Disengage." You can look these up in
> > the new rulebook, but the upshot is that disengaging isn't as spiffy as
> > FBIGO used to be. It is true that Cavalry can disengage without testing,
> > but I think this will be of limited use.
> >
> > Even more importantly, Normans (and virtually all knight cavalry in periods
> > following the Normans) have only one shot with their fierce charge (now
> > first charge), and so I would concentrate on making that first charge work
> > rather than trying to make disengage create some kind of opening (which I
> > don't think it would.
> >
> > The main thing for the first charge is to try to get two units of cav
> > against one unit of foot. With two units, the enemy won't have 2:1 odds,
> > and so they won't be able to "Give Ground" when you automatically beat them.
> > If there is one character in each of these units, then it is even better (I
> > think putting more than one character in a unit of knights is bad form,
> > unless it is the general and the ASB).
> >
> > To create openings for this kind of charge, I might use a unit that has
> > feigned flight (the Devroet for the Normans) to flee from a charge and
> > therefore expose an important unit to a counter charge by two units of
> > knights. The thing that the Norman player should remember, I think, is that
> > his/her army has a good chance of bringing more points to bear in any given
> > fight, and that is generally a good way to win. Someone playing against
> > Normans will often send one big unit to cover a flanking move. Even a
> > 450-point unit is well outmatched by two units of Normans, though, each with
> > a character, who total close to 1,000 points.
> >
> > Ilan
> >
> > On Thu, Dec 23, 2010 at 8:56 AM, jbickel2000 <jbickel2000bickel@>wrote:
> >
> > >
> > >
> > > I am reading Shieldwall and considering a Norman army. In the tactical
> > > advice section the author recommends using disengage to draw out opponents
> > > after a charge. He also says that horseman can disengage, "fall back 3D6
> > > inches(and reform).
> > >
> > > My question is when disengaging movement takes place in the compulsary move
> > > phase are units that disengaged able to move again that turn (i.e. reform)?
> > >
> > > If they can that would make them pretty tough and would simulate Norman
> > > tactics at Hastings.
> > >
> > >
> > >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>

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