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Messages - LawrenceG

#1
Rules Queries and Clarifications / Re: Uphill
March 23, 2026, 06:24:50 PM
Quote from: lionheartrjc on March 22, 2026, 04:45:09 PM
Quote from: LawrenceG on March 22, 2026, 09:17:10 AM
Quote from: lionheartrjc on March 21, 2026, 02:49:27 PMA supporting file could be uphill. It would get the claim for being uphill.


Richard

I thought it claimed as if it was in the position of the file it is supporting.

Correct.   The two statements are not incompatible.  (If the file it is supporting is uphill, then the supporting file will be uphill).

So in the OP the supporting file wouldn't get the uphill bonus.
#2
Rules Queries and Clarifications / Re: Uphill
March 22, 2026, 09:17:10 AM
Quote from: lionheartrjc on March 21, 2026, 02:49:27 PMA supporting file could be uphill. It would get the claim for being uphill.


Richard

I thought it claimed as if it was in the position of the file it is supporting.
#3
Quote from: Agoz on March 08, 2026, 01:57:52 PMIf you were looking to simplify the game for next edition, this feels like the sort of interaction you would cut from the rules. I've got no idea how I would even begin teaching this to a new player.

You would just show them posts 1 and 2 in this thread.
#4
Quote from: lionheartrjc on January 26, 2026, 08:41:54 AMPDF edition. 

7.C:4 (page 93),  3rd bullet

Files with missile weapons and skilled, experienced, or unskilled (i.e., not charge-only) may
shoot at target bases that are in range and arc unless:
* They are in combat and will be fighting frontally or as a supporting file in melee combat,
even if this is yet to be fought (they are very busy).

Except 7C is titled "7.C: FILES THAT MAY SHOOT IN THE SHOOTING PHASE"

So this does not stop bases from firing in the charge phase.
#5
MeG Australia / Re: Any players in Melbourne?
January 21, 2026, 07:27:36 AM
Quote from: Kelduck on January 13, 2026, 06:13:48 AMHi,

I live close to Melb and would be happy to meet up and play some MeG.

Cheers

I might be passing through Melbourne some time in the 2 weeks after CANCON. Perhaps we could organise a game.
#6
Player Discussion / Re: Problem with 2026 Army Builder
October 30, 2025, 06:15:52 PM
And the shooting weapon drop down has "Shooting" as the first list element, and no " - " .

Edit: it is possible to copy and paste the dash from an unused troop line. But the dash still doesn't appear in the drop down list.

Edit: This problem only occurs on the lines I copied and pasted from the 2025 list builder. The problem is fixed by pasting from a line that wasn't pasted from the 2025 army builder.
#7
Player Discussion / Re: Problem with 2026 Army Builder
October 30, 2025, 06:05:23 PM
I just downloaded the army builder ods version. The "Army Book List" is not updating when I type in the army list number.
#8
Player Discussion / Re: Points cost for Kiel is too low
October 28, 2025, 02:44:27 PM


FWIW I've never found LSp infantry particularly cost-effective. Pikes seem significantly better value.
#9
Player Discussion / Re: Proposals for Skirmishers
October 22, 2025, 12:30:13 PM
Quote from: Manzikert on October 22, 2025, 05:16:22 AM
Quote from: LawrenceG on October 21, 2025, 10:58:01 AMDepending on how you manage the distances, getting skirmishers pushed back through your TUG might delay your TUG being charged by one turn. Alternatively, it allows your TUG to charge from point blank range, giving a higher chance of catching enemy evaders.

I'm not sure skirmishers would effect either instance. The don't stop an opponent from moving up to you so they wouldn't delay a charge (unless they got a slow effect). And they'd get in the way of advancing to point blank (unless your opponent advances to push them back, but turn control is probably going to matter more there than the presence of the skirmishers).

You have a TUG with a SUG in front, not in shooting range of the enemy. The enemy is within charge distance of your TUG. HE can:

1. Charge now, suffer a shot, hit your TUG if he's not slowed or can push through fire.

2. Move in close to push the skirmishers back through your TUG. His charge has been delayed by one turn.

You have a TUG with a SUG (skirmish foot, 2 ranks) in front. The enemy is weaker shooty cavalry falling back from your TUG. He can:

1. Exchange shots with your skirmishers and potentially lose bases.

2. Move in close to push the skirmishers back through your TUG. Now you can charge from 1 BW away. he'll probably have to run away instead of skirmish.

#10
Player Discussion / Re: Proposals for Skirmishers
October 21, 2025, 10:58:01 AM
Depending on how you manage the distances, getting skirmishers pushed back through your TUG might delay your TUG being charged by one turn. Alternatively, it allows your TUG to charge from point blank range, giving a higher chance of catching enemy evaders.
#11
Quote from: lionheartrjc on October 20, 2025, 03:20:34 PM1.  On the idea of a BLACK dice is simply a BLACK dice - no BLACK dice slowing only. - I wouldn't have any problem with this.

2.  On simplifying pushing back SuGs.  I agree it could be made simpler. Possibly:
    If the SuG would be contacted on the flank or rear, it has to make a RUN AWAY move.
    If the SuG would be contacted on the front edge or corner, it moves directly to its own rear, finishing 1 BW away from the final position of the TuG.

I am keeping a list of potential future changes.

If cavalry is starting close to a SUG that is facing at an angle, it might be possible for the TUG to move so far that the SUG can't end within 1 BW by moving straight back. In that case I suggest it should move back just sufficient to avoid being in the path of the TUG, plus 1 BW.
#12
IIRC the pushing back rule amounts to:

Identify which point on the moving TUG contacts first, call this point A;
Identify which point on the SUG is contacted first, call this point B;
Pick up the SUG;
Move the TUG to its final position;
Put down the SUG in its original orientation, with the distance AB equal to one BW.

I don't think there's any constraint on the direction the SUG moves in, but I'm not 100% sure of this.

You still have the simpler alternatives: Run away, or align base opposite base and 1 BW away.
 
FWIW I think the complicated one could be replaced by "move straight to its rear and end 1 BW away (nearest point to nearest point) from the TUG in its final position" and get probably not far off what was originally intended, but simpler to do.
#13
Player Discussion / Re: amend or clarify break offs
October 17, 2025, 10:04:04 AM
Still slightly unclear whether bases that are fighting to their front cause that face of the UG to be a front edge.

Why not make it explicit?

Fighting to a flank or rear means enemy are in combat with the flank or rear of any base (except enemy that contacted by a frontal charge that contacted a flank), or with the front of any base that turned to face enemy in contact with its flank or rear edge.

Do you want to deal with the edge case of an UG that was flank charged and (by MF1 or MF2) all surviving bases are now facing towards the enemy UG?
#14
List Queries / Re: Cimbres and teutons
October 16, 2025, 04:06:13 PM
Sorry, what I meant was:

There is no need for a list change.
#15
At least they won't still count as flanked in the melee.