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"Moving backward in face of advancing units" Topic


12 Posts

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Smokey Roan30 May 2013 4:35 p.m. PST

Was teaching TSATF to a couple weemen, (Nice girls, not cheating Bleeped texts, BTW) and one caught on quick.

Her unit of Egyptian infantry, in open order, two ranks, when facing advancing Dervish units, wanted to move 3d6 back, then in essence turn again, facing 180 degrees towards the Dervish. As game master, I considered that a move where she changed facing twice (turned 180 degrees, moved 3d6 away from enemy, THEN refaced 180 degrees.)

That seemed fify to me.

I ruled that what she was really doing was moving backwards while facing the enemy, not turning then moving then turning back again.

I limited her move to 2d6. Probably should have been 1d6.

What do you think? Does TSATF rules allow a unit engaged with the enemy to move full movement dice back, still facing the enemy?

I also added a +1 modifier to close when the defending unit is withdrawing (it's +2 if the defender is retreating, ie running away with backs to charging unit). That's just my home school rules varient.

Rrobbyrobot30 May 2013 4:50 p.m. PST

I'm not sure about the rules question. But I'm glad as hell to see you back!!!

mad monkey 130 May 2013 4:51 p.m. PST

Good to see you here again amigo. : )

Your compromise seems to me to work out right. Allows for a fighting retreat.

Florida Tory30 May 2013 4:54 p.m. PST

Welcome back from TMP's Gator fans!

I don't recall any movement penalty for facing, nor any restriction that the figures must move in the direction of their pre-move facing. I would play it without any loss of a die.

Rick

The Kingmaker30 May 2013 5:12 p.m. PST

If the unit is charged before it moves you can roll against Critical and Pinned morale to move away. If you make the roll the player can make any move the dice allow. If the roll fails the unit must stand and receive the charge as is. Assuming she makes the roll her unit might do any of the following:

1) form and countercharge
2) move back, face and fire
3) move back, face, form and fire
4) form, fire and receive the charge
5) stand and receive the charge
6) countercharge

i think this rule is one of the expansions and larry brom played it as such during historicon games i played during the 1999, 2000, 2001 and 2003 conventions.

this seems to be reflective of trained european or european led troops. the critical roll is much tougher for non europeans and is harder to make if the leaders are dead or wounded.

kevin

Personal logo John the OFM Supporting Member of TMP30 May 2013 5:14 p.m. PST

There is no such thing as a "facing change" in TSATF.
In theory, each figure is moved individually.

Your movement is determined by the formation you were in at the beginning of your card.
They can end up pointing in whatever direction the colonel shall decide.

Welcome back!
I have missed your delusional sports rants.

EDIT. And what Kingmaker said about being charged.
That is a vast improvement over V1.

Smokey Roan30 May 2013 5:14 p.m. PST

Thanks, guys. Missed y'all. I will re-up my membership, and probably post the tale of how I was out of gaming for two years, and am now back. :)

It's just that one more move away fro0m the enmey gives 1-2 more fire chances, and it doesn't take but one or two firing rounds to essentially wipe out a charging native unit.

I will think it over.

Personal logo John the OFM Supporting Member of TMP30 May 2013 5:16 p.m. PST

and it doesn't take but one or two firing rounds to essentially wipe out a charging native unit.

Which is why the natives should outnumber the "civilized" troops and advance in waves. grin

Smokey Roan30 May 2013 5:16 p.m. PST

Kingmaker, I wasn't talking about a charge where the unit makes contact, but advancing enemy at charge speed still out of contact range. But I like your stuff. Thanks :)

You did hit it, though. Looks like a defending unit can move full dice away and re-face. ;)


OFM, my natives always outnumber the good guys by a margin that ensures a near run thing. :)

Nothing worse than a long TSATF game where the natives don't have enough units and are defeated piecemeal (even though that is historically factual in many instances)

Ed Mohrmann31 May 2013 3:46 a.m. PST

Welcome back, Smoke ! Missed ya !

The Kingmaker31 May 2013 9:07 a.m. PST

Smoke-

I think the main difference is that units that have not been contacted are free to do what the dice allow as long as they meet any morale conditions such as having to roll Critical and Pinned morale for having less than 50% strength or dead leaders. A unit that is contacted by a charge before it moves is essentially pinned unless it can make Critical and Pinned test appropriate to its current morale condition.

This is a vast improvement over version 1 and tends to resolve the issues you bring up. Games usually need at least 3 to 1 natives to soften up the regulars and than you press the charge when the regulars are below 50% or missing officers.

Kevin

Smokey Roan31 May 2013 10:04 a.m. PST

I go large with natives, 2 Dervish swords/spears, one rifle and one cavalry unit making up a regiment, one regiment for every unit of Brits/Egyptians or basically 4 to 1.

My theory, keep adding native units until the natives win big, then add one more Brit unit and there you have a balanced game (its supposed to be epric and heroic, they don't make movies about the battle of Ulundi for a reason :) )

I think I over estimated the advantage of the Brits backpeddling and firing, as this was a teaching game, without enough native units to overcome the tactic. One on on, she tore the Natives up, firing and backpeddling, like I used to do in the ring with my jab :)

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