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"Addendum Rout rule for "Black Powder"" Topic


8 Posts

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Last Hussar04 Apr 2018 4:07 p.m. PST

I was reading a thread on the Medieval Board about Hail Caesar, and the fact units that are routed just disappear. It appears from reading the OP that the players had forgotten about the supporting units needing to test.

A discussion ensued about whether a routing unit should just evaporate, as they still get in the way, and can affect units they run into. I suggested the following, and wonder what BP players opinions are for BP.

May I suggest that Routing units run maximum speed away from enemy each turn in the Initiative phase. If they contact one of their own units they disperse, cause in 'x' number of attacks on the friendly unit, which gets morale saves as per normal – after all hits are represented not as kills but as loss of morale.

Frederick Supporting Member of TMP04 Apr 2018 4:14 p.m. PST

That seems to make a lot of sense! We will try this out in our next game

Last Hussar04 Apr 2018 4:16 p.m. PST

Tell us what 'x' you decide on!

CAPTAIN BEEFHEART04 Apr 2018 4:53 p.m. PST

An interesting idea for Hail Caesar but for BP. I'll stick to the rules as written. Supporting units, unit size and proximity are are more granularly portrayed in HC.
It is also can be weighed by the period. In the above example (European Medieval) there are accounts of routing units causing disruption to non-routing units. Or, in the case of routing Genoese crossbowmen, getting run down by angry knights-thus depriving said Knights of a movement order.
I guess we have to work out that x thingy.

Bowman28 Apr 2018 8:09 a.m. PST

May I suggest that Routing units run maximum speed away from enemy each turn in the Initiative phase. If they contact one of their own units they disperse, cause in 'x' number of attacks on the friendly unit, which gets morale saves as per normal – after all hits are represented not as kills but as loss of morale.

I personally think this is a bit harsh. How about this as an alternative:

1) A routing unit turns face and runs 12" each turn.
2) It may never be rallied and is considered destroyed.
3) Each turn any friendly unit within 6" of the routing unit takes a Break test based on what test (shooting or hth combat) routed the fleeing unit in the first place.
4) You may modify the die roll based on the level of the unit taking the test: -1 to the roll for green troops, and +1 to the die roll for veteran troops. This displays the different qualities of troops and their propensity to panic.

Just my quick take. The great thing with these rules is the acceptance of a player's willingness to tinker. Some people actually see this as a fault.

Trajanus29 Apr 2018 1:57 a.m. PST

I have an in built dissatisfaction with any rules that just take routed units off the table although I end up playing a number of them as it's been a growing trend to do this.

There ought to be consequences for other formations for units breaking in front of, or around, them in terms of disruption and delay.

ScottWashburn Sponsoring Member of TMP30 Apr 2018 4:44 a.m. PST

It seems to me that if you include the negative factor of routing units possibly harming friendly units they come in contact with, you should counterbalance that with the possibility that the routing unit might possibly halt and rally. That sort of thing did happen.

Sean Kotch30 Apr 2018 8:30 a.m. PST

I'm fine with broken units just being removed from the board in the games I've played. For me, personally, the draw of BP is in fairly fast play. I don't want to keep adding complexity. I think maybe there's better games out there for that already and adding more rules to BP wouldn't necessary make it a better game for me. That's just for me, though.

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