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Post by daedalus on Feb 23, 2022 7:13:31 GMT -6
I thought I once read comments on this question somewhere but can I find them again now that I look for them? No, I cannot. So can a unit that is already Fatigued make a Charge move? Thanks
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Post by derv on Feb 23, 2022 17:54:53 GMT -6
The rules for fatigue are punitive rather than restrictive. No where does it say a unit cannot charge if fatigued. What it says is that they will attack and defend at the next lower value as well as being subject to a -1 on morale rolls as that lower type. That means your HF will be making an Excess Casualty check as LF at 25% losses (instead of 33%) and need a 9 or better to remain in battle (instead of an 8 or better). For Post Melee Morale they would also be counted as LF. If forced to retreat, they will still be subject to that -1 penalty when attempting to rally if they are unable to remain stationary for one turn. That means if they are attacked again while retreating, they would need to roll a one to quickly rally (and of course they will still be fatigued if they do rally) or suffer casualties and continue retreating. If they fail to rally on the next turn, they would automatically be removed from play on the third turn because they would be unable to roll a 6 to rally (a turn sooner than a non-fatigued unit).
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Post by daedalus on Feb 24, 2022 14:04:43 GMT -6
Thanks for the comprehensive answer!
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Post by DungeonDevil on Mar 27, 2022 10:18:43 GMT -6
Say, for a cat you're asking an awful lot of wargaming questions! Shouldn't you be chasing mice instead?
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Post by Punkrabbitt on Mar 30, 2022 14:10:34 GMT -6
Say, for a cat you're asking an awful lot of wargaming questions! Shouldn't you be chasing mice instead? It's amazing how many animals are interested in wargames and RPGs...
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Post by howandwhy99 on Mar 30, 2022 23:00:22 GMT -6
I find in Fatigue a nice little system for measuring how long characters can do things. At least in the short term. I find Outdoor Survival condition tracking and forced march rules work better for the long term.
After: 5 Moves (jog or x2 Speed in combat), or 3 Attacks, or 4 of either mixed. Then: -1 / minute round continuing either without rest.
Round 23, -20 on a 20-sided die, means involuntary resting. For combat. Round 25 for jogging. - I could see an endurance ability added for Rangers or Barbarians.
I think of combat like an all out physical performance. Similar to a sprint but more than simply moving one's legs. So 3 minutes of boxing before fatigue creeps in (Like boxing rounds are).
And the jogging is similar. Half jog distance + Half combat for a round is the norm: Move and attack. Double move means no combat. Charge is effectively x4 sprinting speed for Half Distance and Half combat.
So I would count Charging as a double action effectively. 1 full move and 1 attack. Potentially a further -2 to whatever penalty they began with.
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