


The golems must be next to Chester at all times, and will only guard him.Werebiscuit wrote:are their positions to be considered to be next to chester ?



MarbitChow wrote:The golems must be next to Chester at all times, and will only guard him.Werebiscuit wrote:are their positions to be considered to be next to chester ?
Nnelg wrote:Werebiscuit wrote:Sekan I suggest you spend on well armed and either well defended or skilled if you're allowed to spend those points.
Well, actually we could use more archers with Leadership; or if he wants to take Heavy, that's fine too.
Werebiscuit wrote:Nnelg the problem about setting up across the N-S section is that you're easily spotted.
Werebiscuit wrote:If we take out any ranged it removes the "their archery concentrates on our strung out line of individuals" objection.
Werebiscuit wrote:Yes it will be difficult to have a rolling unit defence...but not impossible if we set up units correctly.
Werebiscuit wrote:P.S. I'm in agreement that PC's should be 3rd rank but we shouldn't be elininating the first rank by allowing them to die.
Werebiscuit wrote:The gobwin 1st rank should retreat as a unit when wards are in danger of going down.
Werebiscuit wrote:Nnelg wrote:Well, actually we could use more archers with Leadership; or if he wants to take Heavy, that's fine too.Werebiscuit wrote:Sekan I suggest you spend on well armed and either well defended or skilled if you're allowed to spend those points.
As far as I'm aware Sekan only has 2AP to spend- leadership or heavy requires 3 , no ?

Werebiscuit wrote:Yes it will be difficult to have a rolling unit defence...but not impossible if we set up units correctly.
Nnelg wrote:If we had two command units, I'd agree with you here. (Napier doesn't count.) But as it stands, Jaeger is the only one who can form stacks, and he only has one action a round.
We simply don't have enough leadership to set up a rolling defence. So, a phalanx is the next best thing.
Werebiscuit wrote:Why doesn't Chester count ?

Nnelg wrote:Werebiscuit wrote:Why doesn't Chester count ?
Because he'd be shooting every round, not spending actions to regroup! And putting him in his own stack but not adjacent to any other of his units is a horrible idea, since enemy ranged will concentrate fire on him (and quickly eat through his bodyguards' health). (Although, I just remembered that all PCs can act as command units...)
But anyways, I don't think a rolling defence of the variety your describe (with sparsely spaced units) will work out well in the end. The enemy can just concentrate on individual units, with melee or with ranged, and take them out.
What if we tried moving around individual units instead? If we have a PC command a second squad (presumably the one with the archers in it), we could have wounded gobwins destack from the front-line squad, and join the second-line one. (I'm assuming we can change formation during a Regroup action; right, Marbit?)
Then we'd never have to force anyone into a position where they could get killed until everyone has been wounded.
Regroup doesn't change the position of anyone in it. It just changes who's in the stack. The units will not be able to move to a new formation until they can take a move action. The act of regrouping can specify a new layout, but the units don't immediately move to that layout until they're able to. If they don't have delayed moves, that could be many phases away.Nnelg wrote:(I'm assuming we can change formation during a Regroup action; right, Marbit?)

MarbitChow wrote:Regroup doesn't change the position of anyone in it. It just changes who's in the stack. The units will not be able to move to a new formation until they can take a move action. The act of regrouping can specify a new layout, but the units don't immediately move to that layout until they're able to. If they don't have delayed moves, that could be many phases away.Nnelg wrote:(I'm assuming we can change formation during a Regroup action; right, Marbit?)
You can give squads simple orders at any time, and they'll follow them as soon as they can - including entering a new, simple formation (2-row, square, single line, etc.). Does that answer your question?
Werebiscuit wrote:Your main objection seems to be enemy archery... lets see if the dwarves have any. if they have a stack we're dead no matter what we do as they can then hold off and pick us off at will.

Werebiscuit wrote:Strangely my plan has 3 stacks Jaeger and gobwins, Chester and gobwins, and PCs...so how is it different ?
Werebiscuit wrote:If and it's a big IF the enemy have a stack of ranged, our Pc's and Chester's stack will be their targets as they'll try to take out our ranged.
Werebiscuit wrote:I'm just not seeing your objections have any weight.
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Nnelg wrote:Werebiscuit wrote:Strangely my plan has 3 stacks Jaeger and gobwins, Chester and gobwins, and PCs...so how is it different ?
Because you want gaps in the line, allowing the enemy to concentrate fire on single units. Say... Napier.
Nnelg wrote:This means stacking the archers and Napier with other units, which they are adjacent to.
MarbitChow wrote:You guys never cease to amaze me.Swodaems wrote:(Neat little squad trick: As written, the rules would allow 8 stacked command units to go to each corner of the battlefield as pairs and still not allow individuals to be targeted with a >1/8 chance because they're all adjacent to another member of the squad. Could be useful under right circumstances. A leader and a paragon could order 6 non-command units forward and stay back themselves.)Looks like I've got to issue a clarification:
If a squad is split into 'sub squads' spatially, units with Fire cannot target individual members of each subgroup, but they can select which *subgroup* they're firing at. There's no way I'd allow a rule that allows for an arrow to be fired randomly at a squad and not know whether the arrow will go North, South, East or West from the archer until after he fires.

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