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"Skirmish Sequence of Play Mod" Topic


12 Posts

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Mooseworks816 Mar 2012 6:55 a.m. PST

Skirmish seems a little overly complicated to me. Here are my thoughts on a mod to the Sequence of Play.


1. Determine Initiative
a. Rally
2. Movement
a. Opportunity Fire (Non-moving side.)
3. Combat
a. Melee
b. Shooting
c. Magic
4. Morale

Your thoughts?

WarWizard16 Mar 2012 7:04 a.m. PST

If non-moving side takes opportunity fire, can they still fire during they turn in Combat phase?

Mooseworks816 Mar 2012 7:26 a.m. PST

If non-moving side takes opportunity fire, can they still fire during they turn in Combat phase?
No.

m4jumbo16 Mar 2012 7:31 a.m. PST

If non-moving side takes opportunity fire, can they still fire during they turn in Combat phase?

BtB No they can not. Shooting on opportunity fire counts as their attack for the round.

Syr Hobbs Wargames16 Mar 2012 7:52 a.m. PST

In the first edition rules you could shoot in the missle firing phase if you normally could shot twice in a normal turn, ie; long bow (rof 2) vs. a crossbow.

Duane

m4jumbo16 Mar 2012 8:42 a.m. PST

The term "It is a good day to die" is usually connected with the term hóka-héy but that is incorrect. Hóka-héy is a man's exclamation in Sioux roughly meaning "Let's Go!" as when Crazy Horse was to have said, "Let's go (Hóka-héy) men, today is a good day to die!", before going into battle.

m4jumbo16 Mar 2012 8:53 a.m. PST

You have got to be kidding me.. I just spent a bunch of time writing a turn sequence response and the TMP bug posts whatever that is above instead?????

m4jumbo16 Mar 2012 9:06 a.m. PST


Skirmish seems a little overly complicated to me. Here are my thoughts on a mod to the Sequence of Play.

1. Determine Initiative
a. Rally
2. Movement
a. Opportunity Fire (Non-moving side.)
3. Combat
a. Melee
b. Shooting
c. Magic
4. Morale

Your thoughts?

Comparing to the book sequence:


1. Determine Initiative
a. Declare opportunity fire
2. Movement
a. Reform units (if using expanded rules)
b. Execute opportunity fire
c. Rally checks
3. Combat
a. Melee combat
b. Missile combat
c. Magic
4. Morale checks

Good idea. I've modified the sequence a bit myself for our games.

Looks like the main difference you've made is moving the rally phase prior to movement.

Would you still keep the declaration of opportunity fire by both sides prior to movement?

As for the moving the order of rally checks, I agree that the sequence in which the book handles rallying (and morale checks in general) is a bit odd.

Normally a shaken miniature can make a rally check only if it didn't move during the movement phase and it wasn't involved in combat. With moving the rally check prior to movement, would you allow a figure that rallied to move in that turn? How about rallying and then charging in the same turn?

In our games I keep rally checks as part of the movement phase. My preference is that rallying is an action the affected figure takes in place of movement for the turn.

As for the issue with morale checks in general, as written you make morale checks at the end of the turn. This means having to keep track until the end of the turn to what happened to a figure throughout the entire turn to cause or modify a morale check.

For example the book states that a miniature performing a hasty retreat must make a morale check during the morale phase. The hasty retreat happens in the movement phase but the figure doesn't check morale until the end of the turn. With morale triggers coming up throughout the turn, even with only a hand full of figs on both sides it ends up being a lot to keep track of by the time the morale phase comes around at the end of the turn.

In our games I've just changed it to where morale checks are made immediately as the situational triggers call for checks. Results of the morale checks are applied immediately. Any oddball morale situations where checks are not triggered during the turn can be taken at the end of the turn.

My modified sequence of play would look like this:


1. Determine Initiative
a. Declare opportunity fire
2. Movement
a. Reform units (if using expanded rules)
b. Rally checks
c. Execute opportunity fire
3. Combat
a. Melee combat
b. Missile combat
c. Magic
4. End of turn
a. Resolve any misc morale checks if needed
b. Check scenario victory conditions
<t/>

m4jumbo16 Mar 2012 9:14 a.m. PST


In the first edition rules you could shoot in the missle firing phase if you normally could shot twice in a normal turn, ie; long bow (rof 2) vs. a crossbow.

Duane

You may be thinking of the mass battles Battlesystem game rather than the Skirmishes version. The 2nd edition of the mass battle game still allows for the option you meniton with missile weapons.

Syr Hobbs Wargames16 Mar 2012 10:25 a.m. PST

Yes for mass battles not skirmish but not second edition. I still play 1st edition Battlesystem and have never owned the second edition. But you r right it is not skirmish.

wargamer1972 will you be at Recruits this Spring? Friday night? I may run a 1st edition game if you are.

Duane

Mooseworks816 Mar 2012 11:14 a.m. PST

wargamer1972 will you be at Recruits this Spring? Friday night? I may run a 1st edition game if you are.
Duane I can't make it. Uncle Sam says I owe him too much money to have fun in March and April.

Mooseworks816 Mar 2012 11:18 a.m. PST

Normally a shaken miniature can make a rally check only if it didn't move during the movement phase and it wasn't involved in combat. With moving the rally check prior to movement, would you allow a figure that rallied to move in that turn? How about rallying and then charging in the same turn?

My initial thoughts are yes on both topics.

In our games I keep rally checks as part of the movement phase. My preference is that rallying is an action the affected figure takes in place of movement for the turn.
This seems good as well.

In our games I've just changed it to where morale checks are made immediately as the situational triggers call for checks. Results of the morale checks are applied immediately. Any oddball morale situations where checks are not triggered during the turn can be taken at the end of the turn.
This I like much better. You have hit on a good idea here. Thanks! I will continue to post my progress through my modification. I want to eliminate THACO as well.

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