Block moves - TuGs moving different distances in the same block move.

Started by GDP, April 09, 2021, 06:21:30 PM

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Jilu

Quote from: badhabum on May 05, 2021, 04:31:33 PM
For me as referee it is simple : max speed is the slowest makes it easy ( those are rules NOT an historical reenactment )

i think  this keeps it simple, no fuss, no discussion, nothing cheesy
Liberate me ex infernis

badhabum

Just to keep things clear and not mix everything :

When you make a blok moveall UGs must be in contact but not all UGs need to make the full move you may "drop" Ugs along the way ?

Second different but along the same lines : you drag a SK UG with your TUG . May you "drop" the SUG somewhere along the road ? but it will have moved

lionheartrjc

After consulting with Simon the following

In a C1 block move, withdrawing skirmishers, each SuG must move the same distance and direction and allow a UG to charge.
In a C2 block move, all UGs must charge in the same direction and have a valid charge target.
In a C4 countercharge or intercept move, all UGs must move the same direction and distance and must comply with all the other requirements.
In a M2 or M5 block move directly ahead all UGs must move the same distance ahead and cannot exceed the speed of the slowest UG.
In a M3 or M4 block move including a wheel, all UGs must wheel through the same angle and no UG can exceed its normal maximum distance.
In an M9 turn 90 block move the UGs may not necessarily end up in a block. All UGs must turn.
In an M10 block move all UGs must move the same distance after turning 180 and may not exceed their move distance after turning.
In a M11 block move including a turn 90 degrees and move, no UG can exceed its normal movement distance after turning - but UGs may move less than their normal distance.  This may allow some or all of the UGs to reform as a block.
In M12, M13 block moves all UGs must move back the same distance.
In a M6, M7 or block move that involves contracting or expanding, all UGs must perform the action and must remain in a block.  In effect this limits the action to two UGs.
In an M14 double move, the UGs must remain in a block at the end of the first block move.
In C3 or M1 block moves that allow UGs to redress ranks or stop forced charges, not all UGs have to perform the action. UGs can that don't perform the action remain stationary (but are still regarded as have made a prompted action).
In an F2, F3 or F4 block move to break off, all UGs must break off the same distance from the enemy.
In an F1 block move, control pursuit, all UGs must be reduced to the same distance.

Block moves cannot be used to recover wounds, MF1 and MF2 moves

Richard

badhabum


Jilu

Liberate me ex infernis

AlecJH

Quote from: lionheartrjc on May 31, 2021, 12:49:05 PM
After consulting with Simon the following
.....
In an M14 double move, the UGs must remain in a block at the end of the first block move.
.....
Richard

So regarding the M14 block move what is allowed in the second move? Is each UG allowed to do any green or white move and split off? Also in the second move are UGs still restricted to the speed of the slowest UG?
Those who can make you believe absurdities can make you commit atrocities. Voltaire

nikgaukroger

Quote from: AlecJH on June 03, 2021, 08:28:17 AM
Quote from: lionheartrjc on May 31, 2021, 12:49:05 PM
After consulting with Simon the following
.....
In an M14 double move, the UGs must remain in a block at the end of the first block move.
.....
Richard

So regarding the M14 block move what is allowed in the second move? Is each UG allowed to do any green or white move and split off? Also in the second move are UGs still restricted to the speed of the slowest UG?

The second move would still be a block move and so would follow the requirements of whichever move was selected.
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

Dru

Quote from: lionheartrjc on May 31, 2021, 12:49:05 PM
After consulting with Simon the following

In a C1 block move, withdrawing skirmishers, each SuG must move the same distance and direction and allow a UG to charge.
In a C2 block move, all UGs must charge in the same direction and have a valid charge target.
In a C4 countercharge or intercept move, all UGs must move the same direction and distance and must comply with all the other requirements.
In a M2 or M5 block move directly ahead all UGs must move the same distance ahead and cannot exceed the speed of the slowest UG.
In a M3 or M4 block move including a wheel, all UGs must wheel through the same angle and no UG can exceed its normal maximum distance.
In an M9 turn 90 block move the UGs may not necessarily end up in a block. All UGs must turn.
In an M10 block move all UGs must move the same distance after turning 180 and may not exceed their move distance after turning.
In a M11 block move including a turn 90 degrees and move, no UG can exceed its normal movement distance after turning - but UGs may move less than their normal distance.  This may allow some or all of the UGs to reform as a block.
In M12, M13 block moves all UGs must move back the same distance.
In a M6, M7 or block move that involves contracting or expanding, all UGs must perform the action and must remain in a block.  In effect this limits the action to two UGs.
In an M14 double move, the UGs must remain in a block at the end of the first block move.
In C3 or M1 block moves that allow UGs to redress ranks or stop forced charges, not all UGs have to perform the action. UGs can that don't perform the action remain stationary (but are still regarded as have made a prompted action).
In an F2, F3 or F4 block move to break off, all UGs must break off the same distance from the enemy.
In an F1 block move, control pursuit, all UGs must be reduced to the same distance.

Block moves cannot be used to recover wounds, MF1 and MF2 moves

Richard

Thanks, very helpful. It changes the game significantly for many, and at the very least changes one's interpretation of the rules. The different speeds allowed in a M3/M4 vs the 'slowest UG speed' in the M2/M5 for instance makes sense from a game play perspective but not if someone was reading the RAW.   

The list you made RJC will need to go into Clarifications.

The game is great but it desperately needs a package of clear illustrations/examples to resolve the rule writing.
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Jilu

Quote from: lionheartrjc on May 31, 2021, 12:49:05 PM
After consulting with Simon the following

In a C1 block move, withdrawing skirmishers, each SuG must move the same distance and direction and allow a UG to charge.
In a C2 block move, all UGs must charge in the same direction and have a valid charge target.
In a C4 countercharge or intercept move, all UGs must move the same direction and distance and must comply with all the other requirements.
In a M2 or M5 block move directly ahead all UGs must move the same distance ahead and cannot exceed the speed of the slowest UG.
In a M3 or M4 block move including a wheel, all UGs must wheel through the same angle and no UG can exceed its normal maximum distance.
In an M9 turn 90 block move the UGs may not necessarily end up in a block. All UGs must turn.
In an M10 block move all UGs must move the same distance after turning 180 and may not exceed their move distance after turning.
In a M11 block move including a turn 90 degrees and move, no UG can exceed its normal movement distance after turning - but UGs may move less than their normal distance.  This may allow some or all of the UGs to reform as a block.
In M12, M13 block moves all UGs must move back the same distance.
In a M6, M7 or block move that involves contracting or expanding, all UGs must perform the action and must remain in a block.  In effect this limits the action to two UGs.
In an M14 double move, the UGs must remain in a block at the end of the first block move.
In C3 or M1 block moves that allow UGs to redress ranks or stop forced charges, not all UGs have to perform the action. UGs can that don't perform the action remain stationary (but are still regarded as have made a prompted action).
In an F2, F3 or F4 block move to break off, all UGs must break off the same distance from the enemy.
In an F1 block move, control pursuit, all UGs must be reduced to the same distance.

Block moves cannot be used to recover wounds, MF1 and MF2 moves

Richard

Could this be published on the official clarifications? might be useful
Liberate me ex infernis

nikgaukroger

"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."