"Any new developments for Throw me a 6?" Topic
4 Posts
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aapch45 | 25 Feb 2016 7:26 a.m. PST |
I've been gaming with these off and on in various scales using various armies (ranging from New kingdom egyptians to 100 years war english, to uruk-hai….) the games are always fast and enjoyable, but I'm thinking they could use a little more crunch in terms of command and routs. It gets weird when units flee, then turn back around, then flee again etc. Any word on command rules? Or more involved rules for fleeing/routing? Let Me Know Thanks Austin |
Who asked this joker | 25 Feb 2016 9:02 a.m. PST |
Hi Austin, Funny you should mention that. I noticed the copy online did not have pursuit rules. I think I explained them in one of my battle reports but somehow I never wrote them down! I have a copy uploaded to my site but it is not linked yet. I'll have it done after lunchtime. Around 1300 EST. As for command rules, I have not had a chance to game with them in a while. My son is now of the age where he can understand rules as simple as these so probably in the near future. BTW, you could simply try command pips and see how it works out. Generals can be used. If they are near enough to a unit retreating you can reduce or add 1 to the retreat die roll. John |
Who asked this joker | 25 Feb 2016 11:57 a.m. PST |
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aapch45 | 25 Feb 2016 11:58 a.m. PST |
Thanks for getting back with me. I'm introducing more and more people to the genre now, so TMA6 is perfect for introductory, or giant games (played a full scale version of cannae on an 8×6 table, where each base represented 500 men) I'm excited to see more of the rules as time progresses Thanks Austin |
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