Evaders caught by pursuit

Started by stuuk, February 10, 2019, 09:17:40 PM

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lionheartrjc

Quote from: steads on March 07, 2019, 07:12:49 PM
Quote from: lionheartrjc on March 07, 2019, 12:44:58 PM
Quote from: steads on March 07, 2019, 11:04:11 AM
It is my understanding (standard caveat!) that:-
A SUGs first action may be "Skirmish or Run-Away" but subsequent forced actions for being "caught" are always "Run-Away"

No.  I don't believe that is anywhere in the rules or clarifications.  I think this is pure invention.

I was basing this on the subsequent contact being regarded as "a move causing a displacement" rather than a charge in which case 9.3 E3 would apply. So not a pure invention just a different interpretation of "Pursuit" contact.  :D


9.3 E3 only applies in the movement phase and to SuGs being pushed back by enemy.

Simon Meg-Meister

Apologies all .... i picked up the 2018 rather than the 2019 clarry to add to  :o

This is the full version - see latest clarry stream.  So yes you can MF expand and then break off.  And you can repeat run away from a charge.  And you can be pushed around in movement as per 9.3 as per RJC comment. I will find a tidier way for vs2.

Second Run Aways by SuGs
"HOW MANY "MOVES" per TURN
·      An UG may only make a single Prompted Action, Free or Forced Charge, Run Away or Skirmish per turn with the exception of :
o   MF1, MF2 moves in their Movement or Fighting Phases - where you can do as you have cards for to adapt when in a fight.
o   If Skirmishing or Running Away, then M2, M9 and M10 moves can be used to move forward/backwards up to 2BW to a preferred position.
·      Any number of Outcome moves can be taken (i.e. involuntary moves such as routs, being pushed back etc.)."
ADD
1. All Action in the Fighting phase and EoT phase - these can always be done after making an earlier PA.
2. Troops who stopped Force charges may then make another action later in the turn.
3. Second or further enforced Run Away moves by SuGs charged by TuGs (these are in fact outcome moves as involuntary with no choice)."
Rolling Skulls in the land or Purple

craig.w

Just to confirm - this means that only one Skirmish is allowed and all other moves have to be Run Away?

badhabum

+1 I would also like to be sure

nikgaukroger

It would also appear that a SUG that is in terrain that affects/badly affects the troops charging them would not get a 2nd or subsequent run away as in this case it is optional not enforced.
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

Simon Meg-Meister

Quote from: craig.w on March 08, 2019, 11:43:45 AM
Just to confirm - this means that only one Skirmish is allowed and all other moves have to be Run Away?

Indeed
Rolling Skulls in the land or Purple

Simon Meg-Meister

Quote from: nikgaukroger on March 08, 2019, 07:27:17 PM
It would also appear that a SUG that is in terrain that affects/badly affects the troops charging them would not get a 2nd or subsequent run away as in this case it is optional not enforced.

Yes sounds correct to me.
Probably not so unhappy with that though.
Rolling Skulls in the land or Purple

badhabum

Quote
Apologies all .... i picked up the 2018 rather than the 2019 clarry to add to  :o

This is the full version - see latest clarry stream.  So yes you can MF expand and then break off.  And you can repeat run away from a charge.  And you can be pushed around in movement as per 9.3 as per RJC comment. I will find a tidier way for vs2.

Second Run Aways by SuGs
"HOW MANY "MOVES" per TURN
·      An UG may only make a single Prompted Action, Free or Forced Charge, Run Away or Skirmish per turn with the exception of :
o   MF1, MF2 moves in their Movement or Fighting Phases - where you can do as you have cards for to adapt when in a fight.
o   If Skirmishing or Running Away, then M2, M9 and M10 moves can be used to move forward/backwards up to 2BW to a preferred position.
·      Any number of Outcome moves can be taken (i.e. involuntary moves such as routs, being pushed back etc.)."
ADD
1. All Action in the Fighting phase and EoT phase - these can always be done after making an earlier PA.
2. Troops who stopped Force charges may then make another action later in the turn.
3. Second or further enforced Run Away moves by SuGs charged by TuGs (these are in fact outcome moves as involuntary with no choice)."

Ok so here is the answer from Simon.

My understanding is that you may make only ONE sk or run away move but as many enforced second run away moves  as they are unvoluntary ...which to me says that the first move is prompted . Please can someone clarify this ?

I can also understand that a SK unit who must evade because it is in the open could always be considered an outcome move + what if in terrain and so evading is not compulsory, is it a prompted move or an outcome move ?

From another thread on "cantabrian" it has an impact on the evade moving distance as if prompted, the unit as a -1 MU bvut if outcome it does not suffer the -1 BW penalty !

Simon Meg-Meister

The only difference in terrain is it a CHOICE of what option of outcome move to do.
I will rethink my use of choice as it is a bit ambiguous.  Perhaps for glossary ...?

OUTCOME move = UG forced to move by the rules with no choice whether to move or not, but potentially with a choice of options for which type of outcome move to use.

But still and outcome move as no prompting (cards) necessary.

As long as a SuG has not charged itslef it can make and "evade" move and choose between Skirmish or Run Away. 
If it is hit by a further charge its only option is run away.  These are in the rules to simply clear out skirmishers and push them around.
You can create quite a mess with repeat ones - often drives them off table or through friends if mounted.

S
Rolling Skulls in the land or Purple

badhabum