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Kevin
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« on: March 17, 2010, 10:39:40 am » |
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Part of the Ancient Feud card reads Feud units must move first each turn (after final rushes). They cannot use the Indirect Path rule to stay behind a friendly unit and must instead attempt to go around. This almost certainly should read: Feud units must move first each turn (after final rushes). They cannot use the DIRECT Path rule to stay behind a friendly unit and must instead attempt to go around. Let me know if I'm incorrect here.
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However beautiful the strategy, you should occasionally look at the results. - Winston Churchill
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Chad_YMG
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« Reply #1 on: March 17, 2010, 11:34:33 am » |
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I think that reflects a rules change -- I'm fairly sure that when I first wrote that rule we called it the Indirect path rule because it was the rule that allowed you to choose whether to keep bumping into a unit in front of you or to go around it. At this point I'd have to look up what the rule is called; I know it by content rather than by name.
The key point, either way, is that a Feud unit has to attempt to get at its target; unless it is completely boxed in by enemy units it will always attempt to do so.
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David Humphrey está todavía en la Colina 217. - From Spanish translation of Hill 218 rules
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Niko White
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« Reply #2 on: March 17, 2010, 11:37:57 am » |
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Chad and the card are both right, at least as far as the rule name is concerned: that rule has always been called the Indirect Path rule. I think the problem is that technically "using" the Indrect Path rule means taking the indirect path, so the problem with the card is that it should say they must use IP, not that they can't.
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Kevin
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« Reply #3 on: March 19, 2010, 09:31:54 am » |
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OK, got it. Thanks, guys!
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However beautiful the strategy, you should occasionally look at the results. - Winston Churchill
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ajax98
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« Reply #4 on: March 19, 2010, 02:00:42 pm » |
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To me the Indirect Path rule offered the player (via hypothetical unit commander) the Option of using either the 'move' or 'stay put' to fulfill the Standing Order.
While reasonable, from the view point of a unit commander, and useful from the player's perspective, the rule does have some flaws. (Of which I have addressed in other threads, mainly Rules rewrite.)
For the situation, "Ancient Feud", perhaps the wording wasn't entirely clear. As it should be considered just like the unit has a "Close" Standing Order with the "Ancient Feud" unit as a Unit Objective. Thus the unit will move to shorten the distance, in number of turns of movement.
The intent was to make clear that no matter what, the units of the "Ancient Feud" will seek any path to Engage one another. In this sense the unit will always move to get access to the opponent.
The only prohibition is the path that leads to an "impossible path" - meaning that path that due to terrain or other objects (to include units) that it is "impossible" to go that direction to fulfill the Mission.
If there is a path, no matter how long, to fulfill the Mission, that is the direction the unit should take. If events along the line portend that a breakthrough (for either side) is about to occur and and the calculation for the number of turns that it would take to move in that direction (ignoring any unit in the way as inconsequential) is shorter, then that is the direction of movement.
If the Breakthrough is by allied units, the assumption is that this will increase the potential for passing through the hole; if enemy then the assumption is that this unit will be fought and defeated to create the hole to move through. Just as a "C" SO with Unit Obj.
So the question that the "Ancient Feud" unit commander needs to ask each turn is: is there a path this unit can move to become engaged to the Objective unit? Any path with the definitive least number of turns of movement is the Order move.
If all paths are blocked, then move to get as physically as close as possible, with respect to an eventual opening along a path with the least number of turns of movement. In other words the unit should not move to a location that is obviously blocked and further away in movement turns just because it is physically closer. That would be a 'stupid' move.
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Kevin
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« Reply #5 on: March 19, 2010, 02:39:31 pm » |
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Thanks, Ajax.
On a related topic, I'm guessing that you're not allowed to limit the speed of a feuding unit. Correct?
Presumably any unit which take the shortest rout toward its enemy and says "Yeah right, screw you buddy" when told to attack someone else won't take too kindly to being told it can only move 1.25" per turn (or whatever).
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However beautiful the strategy, you should occasionally look at the results. - Winston Churchill
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ajax98
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« Reply #7 on: July 03, 2010, 01:38:08 am » |
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Thanks, Ajax.
On a related topic, I'm guessing that you're not allowed to limit the speed of a feuding unit. Correct?
That would be correct. From the Ancient Feud card: Until the enemy feud unit is destroyed, feud units may only be given the "Close" or "Short Range" standing orders with the enemy feud unit as the objective and it costs an extra command action to take direct control of them.This makes the orders 'exclusive' of all others except the two listed with objective. So there would be no Movement Modifiers permitted. The option of Direct Control is available, rather significant, but with an extra cost. This makes taking a unit with extra costs inherent into such a battle problematic to being eyed for being chosen just for the extra costs. Placement of obvious or key units and choice of opposing 'feud' unit can be utilized to create situations where the opponent is forced to burn a number of CAs to keep the feud unit out of harm's way or is disposed to 'writing' that unit off.
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« Last Edit: July 03, 2010, 01:45:11 pm by ajax98 »
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gull2112
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« Reply #8 on: July 03, 2010, 01:37:15 pm » |
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Well Ajax, you're certainly better at actually reading the rule before dashing of a reply.  I usually am just going on memory, which for me is a colossal leap of faith, so props to you. 
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gull2112
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« Reply #9 on: July 07, 2010, 09:53:31 pm » |
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I think the biggest issue with feuding units is how majorly they can mess with your line. Having a unit suddenly decide it wants to head off at a 45 degree angle really messes up the line. You can usually steer them with other units, but man, what a pain.
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ajax98
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« Reply #10 on: July 08, 2010, 12:43:08 am » |
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I think the biggest issue with feuding units is how majorly they can mess with your line. Having a unit suddenly decide it wants to head off at a 45 degree angle really messes up the line. You can usually steer them with other units, but man, what a pain.
The simple answer is to spend the 2 CA, take direct control to hold or move backward (at that point putting it 2 moves behind your line), then let the rest of the line move past, hopefully plugging up the gap along the way and put the Feud unit behind and controlled to some better extent as it will move 1st and bubble furiously behind the line.
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gull2112
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« Reply #11 on: July 08, 2010, 05:59:28 pm » |
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Absolutely! But man what a pain! Not saying it is bad or anything like that, but a player should be prepared for it.
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