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Movement 1.2.0

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Unit models must be within 1cm of each other unless they are Skirmisher

Unit Models may not MOVE within melee range of ENEMY Unit Models.

Unit Models always turn facing at their CENTRE, and then MOVE. So non retangular BASES (cavalry, chariots, etc.) use facing BASE-WIDTH to see if they can pass.

If passing within weapon reach of ENEMY on HOLD, the enemy ATTACKS may be resolved [at any point during the remaining move].

 

MEASUREMENT

Whenever you measure the range between two models, measure from the nearest edges of the models’ respective bases.

A model is always assumed to fill up the space of the entire base. If you can reach [movement + weapon reach] the base of a model, you reach the model on the base.

It’s illegal to conduct measurements on the battlefield at your own leisure. Only when strictly relevant for moving models or checking to see if troops actually are within range of missile weapons, charge range and so on, is measuring legal.

 

* Rough Terrain reduce Move to 1/2. Wilderness Terrain reduce Move to 1/3

 

Each armour factor reduce Unit move 1 CM. Thus mounts take both their own and riders physical Protection into consideration.

 

Movement 0.0.1

From Wikipedia;

"Compared to other land animals, humans are exceptionally capable of endurance, but incapable of great speed."

Based on this there will be separate distinguished paces for general terrain movement and charging.

So, any in game Unit* has general movement distance (pace) and a charge distance (sprint speed).

move : charge
8:24 Horse
6:18 Human

You use movement (X:Y) the following way:

For any movement of a Unit* except when Charging, one use the X value.

For any Charge, one use the Y value. When a Unit* has charged and the turn is over, it receives a Fatigue Counter.

Movement 0.1.0

Changed 'spending amount' from points moved to Orders performed.

Altered Move/Charge amounts and made it a factor 1:3 .

Movement 0.2.0

The triple movement distance was too disruptive, so its lowered to 2 times movement and still affected by Armour.

IOM-Peter has reacted to this post.
IOM-Peter

Movement 1.0.0

Altered how many Units can be moved per Initiative.

Movement 1.0.1

When a Unit breaks in close combat, its opponent may or may not chose to Pursuit. Some Units must roll a Morale to avoid Pursuing and some must Pursuit. See Unit descriptions if applied.

At times a unit can suffer BEWILDERED, and if so it must pass a Morale test if to perform an ORDER or ATTACK.

Movement 1.0.2

Altered the movement description.

Movement 1.1.0

As this is a skirmish game, Unit Models can move, but not charge, through friendly Units with the same or larger sized bases.

Removed Armour impact on Charge and set Charge to 2 times a Units move value.

IOM-Peter has reacted to this post.
IOM-Peter

Movement 1.1.1

Elaborated Movement and introduced Rough/Wilderness descriptions.

Movement 1.1.2

Renamed [Ready] to [Hold].

Elaborated on Charge & Hold.

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