Feigned Flight

Started by lionheartrjc, January 30, 2022, 12:18:26 PM

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lionheartrjc

Quote from: AlecJH on January 30, 2022, 12:11:55 PM

Further to this discussion, rather than totally abandoning the Feigned Flight mechanism as it is at present what do people think to either or both of the following ideas which may make it more popular &/or useful:

1.Changing it to allow Flexible cavalry TUGs in skirmish formation who have the feigned flight characteristic to perform the M1 "Switch Flexibles" after an evade move in addition to the current M2, M9 and M10 options.

This would allow a Flexible cavalry TUG in skirmish formation to tempt an enemy TUG to charge it in order to draw it out of the line and then turn and charge it once it has done so in the following charge phase when it has reformed into TUG form.

2. Have an UG with the characteristic be treated as an Infantry TUG when considering whether enemy will have forced charges against it. This will allow for the Battle of Hastings experience versus enemy foot.

Whether the costs should change I leave to others

ShrubMiK

#1
#1 sounds right to me. Some descriptions of feigned flight suggest friends closing in on the flanks of the reckless follower (Carrhae?); but I'm sure I have seen aplenty that suggest less co-ordination, the tempters turn around, a shower of arrows, followed by a charge.

#2 I'm not sure about. Hastings seems more of an aberration. (Even discounting argument about what was a genuine retreat, what was a deliberately feigned flight, and whether pursuit was spontaneous or commanded). Cavalry breaking off and then charging again to gain a second advantageous impact combat might also be taken to represent this, at a certain level of abstraction.

Ambiorix

Indeed #1 seems a good Feigned flight simulation and makes it more interesting IF the price is right :).

badhabum

Both are OK for me even if 2 may seem a bit too powerfull but when facing shooty infantry, the INF will just look and say , let's shoot so why not

Wizard of Oz

I have attempted to use Feigned Flight with no success. Indeed, early last year I asked for any ideas on how to make it work and there was no response. Given how helpful these forums usually are I think that says something about its current usefulness.
there is a way, I think, to make it work but it might not fit within the structure of the rules but it might be fun in non offical friendly games.
You pay for the ability and inform your opponent that one of your TuGs has the ability, but not which one. The exact one can be noted on your army roster or similar in case of any questions.
A TuG that has charged and has been involved in Melee plays its card to breakoff at the time this would normally happen. Any opposing TuG (a TuG that is in any form of base to base contact) no matter what it is armed with then needs to play a card to stop a Forced Charge. If it can, nice try, nothing happens, if the General has no card to do so, the TuG (s) make a charge move directly toward the Feigned Flight TuG.
This happens near the very end of the turn, at the start of the next turn there are charges to declare and shooting to be done before movement, and, most interesting of all, decisions to be made while the TuG tempted out of position is in a very exposed position. A position that, if timed well, the army with Feigned Flight can then take advantage of.
You can make it more interesting if the TuG that flees does so on an Evade or Runaway move involving an VMD so that it may be be facing away, or facing toward the enemy. Or it may even get caught if things turn out badly.
As stated above, maybe a bit too much of a leap in the theme and structure of what are an exceptionally good set of rules but maybe good for a bit of fun between friends.
What do you think?

Jilu

Apply feinghed flight as if it was a break off or a fall back at the end of combat phase.
A unit not in combat or in combat makes the promted move and forces the enemy unit that is in combat or at charge distance to pursuit.
The pursuit would be madatory up to the full estend of its move in the terain, whatever weapon the unit caries, if it has no card to stop it.

This would be fun and useful.

Liberate me ex infernis

badhabum

Quote from: Jilu on February 02, 2022, 04:51:26 PM
Apply feinghed flight as if it was a break off or a fall back at the end of combat phase.
A unit not in combat or in combat makes the promted move and forces the enemy unit that is in combat or at charge distance to pursuit.
The pursuit would be madatory up to the full estend of its move in the terain, whatever weapon the unit caries, if it has no card to stop it.

This would be fun and useful.

Feigned flight is there to represent mounted shooty ( and in one army at least foot shooty ) tactics that make unwary shock guys charge and follow them. If we wait till there is a contact it might be too late as the fight is on.

Also what about the charging TUG that could also choose to disengage ? What if both happen at the same time ?

In MEG we do not have an army characteristic feature. But we could lower the price of "feigned flight" give it to more than one UG and so tempt more TUGs into charging rashly . But controlling UGs is quite easy in the game hence the need for "many UGs who will tempt the enemy" and so make things difficult .

A PROPOSAL :

OR : feigned flight could be used for tempting TUGS to charge, treating all "target" UGS as tribal ( needs a red to stop the charge ) except if drilled or to make it simple, feigned flight could just upper the colour needed to stop a forced charge ( mounted and foot as there are foot SK with feigned flight  ) ...and keep the colours identical for foot vs mounted but no free charge but mandatory is feigned flight  .

Is this simple enough


Simon Meg-Meister

This one I am developing very carefully as there is the risk of causing chaos. We will have a chat about it efore 2023 and make it a big more pokey each time until happy it exists and is use but doesn't overwhelm the game.
Rolling Skulls in the land or Purple