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>>at the walls. In the melee rules, (e.g., 7.10.6.2) does the defending >>player only get to attack back with the top three surviving units that >>were in the top three at the beginning of the battle or can the =defender
After the magic and missile phases, the top three major units (and any =
participating non-major units) on the attacking side attack in melee. =
After casualties are removed the defender counterattacks with his top =
three remaining major units, with the CFs of those three (and any =
participating non-major units) doubled. So any battle is a risk. If you =
kill all the defenders you lose nothing, but if not then the remaining =
defenders are doubled and may well kill all of yours.
Remember that only three major units fit inside a fortress. Any more =
than that in a hex are considered to be outside the gates and thus =
receive the defensive bonus of the terrain of the hex and not the =
fortress bonus.
Also, there's all that about forces inside a fortress not having to =
attack, which means they can sit inside during their player's turn and =
not risk defensive doubling from the besieger.
So all this means, don't attack fortresses. Any hits you make against =
guys in forts have to overcome their top unit's CF times three to =
produce any casualties at all. There's bound to be someone left to hit =
you back with defensive doubling.
> My understanding has always been that when the defender is attacking > in his turn, he attacks with all of his units.
The top three, yes, but if he's in a fortress he doesn't have to.
>My understanding is that in any battle, only the front rank in any >hex (three full units) are able to fight in melee.
Right. Altho I have played it as both rolling and removing =
simultaneously, just for variance of play. The normal way better =
simulates reality, in which one side usually loses alot and the other =
only a few. That's what the defensive doubling is there for, to make the =
results more extreme.
In the email Nomad Gods games I've done it simultaneous, with no =
defensive doubling, as everyone is moving and fighting at the same time, =
there being no inactive player.
>As to fortresses, only the three units to the bottom of the >fortress receive the defensive bonus or the choice whether >or not to attack neighbouring hexes, and that any herd >would always be outside of the fortress, as well as any >unit atop it, regardless how far to the bottom it is located.
Right.
Daniel
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<DIV>>>at the walls. In the melee rules, (e.g., 7.10.6.2) =
does the=20
defending<BR>>>player only get to attack back with the top three =
surviving=20
units that<BR>>>were in the top three at the beginning of the =
battle or=20
can the defender<BR>>>use the top three surviving units after =
casualties=20
are deducted, even if<BR>>>these units were not originally able to =
fight?</DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>After the magic and =
missile phases, the top=20
three major units (and any participating non-major units) on the =
attacking side=20
attack in melee. After casualties are removed the defender=20
counterattacks with his top three remaining major units, with the CFs of =
those=20
three (and any participating non-major units) doubled. So any battle is =
a risk.=20
If you kill all the defenders you lose nothing, but if not then the =
remaining defenders are doubled and may well kill all of =
yours.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Remember that only three major units =
fit inside a=20
fortress. Any more than that in a hex are considered to be outside the =
gates and=20
thus receive the defensive bonus of the terrain of the hex and not the =
fortress=20
bonus.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Also, there's all that about forces =
inside a=20
fortress not having to attack, which means they can sit inside during =
their=20
player's turn and not risk defensive doubling from the =
besieger.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>So all this means, don't attack =
fortresses. Any=20
hits you make against guys in forts have to overcome their top unit's CF =
times=20
three to produce any casualties at all. There's bound to be someone =
left to=20
hit you back with defensive doubling.</FONT><BR><BR>> My =
understanding has=20
always been that when the defender is attacking</DIV>
<DIV>> in his turn, he attacks with all of his units.</DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>The top three, yes, but if he's in a =
fortress he=20
doesn't have to.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV>>My understanding is that in any battle, only the front rank in=20
any</DIV>
<DIV>>hex (three full units) are able to fight in melee.</DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Right. Altho I have played it as both =
rolling and=20
removing simultaneously, just for variance of play. The normal way =
better=20
simulates reality, in which one side usually loses alot and the other =
only a=20
few. That's what the defensive doubling is there for, to make the =
results more=20
extreme.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>In the email Nomad Gods games I've done =
it=20
simultaneous, with no defensive doubling, as everyone is moving and =
fighting at=20
the same time, there being no inactive player.</FONT><BR><BR>>As to=20
fortresses, only the three units to the bottom of the</DIV>
<DIV>>fortress receive the defensive bonus or the choice =
whether</DIV>
<DIV>>or not to attack neighbouring hexes, and that any herd</DIV>
<DIV>>would always be outside of the fortress, as well as any</DIV>
<DIV>>unit atop it, regardless how far to the bottom it is =
located.</DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2></FONT><FONT face=3DArial =
size=3D2>Right.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>Daniel</FONT></DIV></BODY></HTML>
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