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That Darn Turn Sequence! - page 3 of 3 Final WordI have probably left something off, but basically that's what a Classical Hack turn consists of. Different? For sure, but once you get it down the game goes fast. In fact I have people playing by turn three at most demo games. The differences may not be all that clear in regard to the rules themselves but their purpose and order works historically. After all, we are historical gamers, aren't we? In short, charges start the turn. Shooters can attempt to stop enemy charges by shooting the enemy down. This causes a morale test on the chargers in order to stop it if they receive 2 figure casualties. If they fail to do this they can evade or stand to receive. As the successful charges are physically moved, players begin thinking about their normal moves to respond to possible battlefield opportunities and responses. Ok, now the two leaders roll to see which side moves first, hoping to make good on the other player's mistakes as are so often made in moving units not in melee. Both players revolve their units in turn around the yet to be decided melees; positioning themselves. This positioning is determined by the winning of initiative. With the initiative comes the selection of which melees will be fought first and in what order after the units have moved normally. Now comes the moment of truth as units are made famous or infamous by factors, modifiers, dice and deeds - it's melee time. Following the segmented rounds of melee (up to three) come the morale tests that will set the stage for the next act: turn 2. It takes skill to second guess the possible melee results (as you position things in the movement phase just before melee. As a prelude to the coming turn units will stand, rout, pursue, break through, break off or rally. It is that simple. Like it or hate it this is one of the reasons that make the Classical Hack game system work. |
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