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Post by crinklechips on Apr 3, 2020 21:02:59 GMT
I’ve just bought Long Rifle and its great of course. 95th has made me keen for more historic gaming! I had the original and could see it was great but I never played it because I’m a Battleboard guy. I was actually about to embark on converting it when Ed announced he was doing it. Great! The only thing is if you use the Battleboard you can’t play the Chase encounter. I reckon that means you are really missing out so I converted the Pursuit encounter from 5150 Working Grave to give an abstracted Chase encounter. Therefore my eternal thanks go to Michael Tassano whom I presume wrote the original Pursuit encounter. Long Rifle - Chase encounter Battleboard.pdf (87.51 KB)
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Post by bigwalleye on Apr 3, 2020 23:03:25 GMT
Thanks, cc! I just bought the new edition myself. Like you, I noticed that the chase encounter was for tabletop only. Then before I could even begin considering alternatives, you come through with a solution! Kudos! Maybe even three or four kudos!
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Post by stevenpage on Apr 4, 2020 0:28:08 GMT
This is excellent. We can even use it for canoe chases.
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Post by Ed the Two Hour Wargames Guy on Apr 4, 2020 3:16:14 GMT
Very good, nice and simple. Two questions. What happens if you have an Out of the Fight guy in your party? What if you have lower Rep guy sin your party? Go at the slowest speed or leave them behind?
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Post by crinklechips on Apr 4, 2020 8:36:27 GMT
Very good, nice and simple. Two questions. What happens if you have an Out of the Fight guy in your party? What if you have lower Rep guy sin your party? Go at the slowest speed or leave them behind? Now, I haven’t sat down and read the book properly from front to back yet but... “OOF guy”. Not sure why you would have any OOF’s at the start of a new encounter? ”Lower Rep Guy’s”. Thats a great thought! In my version of this encounter from 5150 Working Grave I state that you can use Rep or Savvy because Savvy was the original stat. This is because it was originally a car chase encounter. In my mind I imagined you could apply either Rep or Savvy because A) Savvy isnt officially used in this rule set and B) you could reason that Rep could be used for a chase where you are just using your physical ability to out run the enemy or you could use Savvy for a chase where you use your wits to outrun the enemy (knowledge of terrain, hiding if you’re the runner etc). Its up to the player to choose. Therefore I’d say use the lowest Rep in your Party but always use the leaders Savvy...
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Post by crinklechips on Apr 4, 2020 9:34:31 GMT
This is excellent. We can even use it for canoe chases. Its a universal abstracted chase encounter really. It should work for any situation. Just add gloss!
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Post by TXWargamer on Apr 4, 2020 21:45:31 GMT
This is excellent. We can even use it for canoe chases. Its a universal abstracted chase encounter really. It should work for any situation. Just add gloss! Well done, thanks!
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Post by Ed the Two Hour Wargames Guy on Apr 4, 2020 22:40:03 GMT
Very good, nice and simple. Two questions. What happens if you have an Out of the Fight guy in your party? What if you have lower Rep guy sin your party? Go at the slowest speed or leave them behind? Now, I haven’t sat down and read the book properly from front to back yet but... “OOF guy”. Not sure why you would have any OOF’s at the start of a new encounter? Ahh, but what happens after you resolve the first PEF and one of your guys goes out of the fight? The Recovery is rolled after the Battle - Encounter, not each PEF.
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Post by stryderg on Apr 5, 2020 3:59:36 GMT
Well, if you leave him behind, there should definitely be some decreasing rep rolls involved. Of course, if you carry him along for the chase, and lose your -pursers, there should be some increasing rep rolls. But that also depends on the type of troops you have: post-apoc types might see leaving that guy behind as a sign of smart leadership, but organized military types will definitely look down on such shenanigans.
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Post by crinklechips on Apr 5, 2020 7:51:01 GMT
Now, I haven’t sat down and read the book properly from front to back yet but... “OOF guy”. Not sure why you would have any OOF’s at the start of a new encounter? Ahh, but what happens after you resolve the first PEF and one of your guys goes out of the fight? The Recovery is rolled after the Battle - Encounter, not each PEF. Yes, of course! Thats a bit of a brain burner. Leaving someone behind should be the same decreasing Rep as leaving someone in a fight. As for how to handle it in the chase... I’m going to have to think about it. Any suggestions are welcome!
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Post by blacksmith on Apr 5, 2020 8:47:33 GMT
Very good, nice and simple. Two questions. What happens if you have an Out of the Fight guy in your party? What if you have lower Rep guy sin your party? Go at the slowest speed or leave them behind? For me was clear without looking at the rules. When people run for their lives they don't look for each other, so they are just left behind. This is what I did long ago in one of my games of Warrior Heroes Armies and Adventurers:
"Short time after seizing the sword Soul Reaver, Rialto tells the party they are being followed. Einar gives an order and the party starts to run northwards. After a couple of hours Rialto tells them they are about to be caught and Einar puts a faster rhythm, but Tiku cannot keep up with them. They are running for their lives, nobody looks at Tiku and she says nothing.
After a couple of hours more, the Dwarfs are closing again and they have to go even faster. This time it is the archer of the group who sit on a rock and watches in silence how the rest disappears in the distance. Now the party goes faster but the Dwarfs are in their territory and know all possible shortcuts, and after a couple more hours of hot pursuit, they are finally caught and have to stop to fight for their lives.
You use the lower Rep of each group to check how the pursuit goes, and Tiku had Rep 2 and delayed the whole group, so I decided to drop her. Then I start again to check and this time Einar's party had same Rep as Dwarfs (4), so they could escape more easily. But luck was with the Dwarfs and after a couple of rolls I had to drop the archer too, to try to definitely escape, as the next lowest Rep in the group which was 5. Well, even having the Dwarfs worse Rep than Einar's group, they managed to catch them anyway, so now Einar had to fight with only two men against a horde of vengeful Black Moon Dwarfs."
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Post by crinklechips on Apr 5, 2020 9:35:58 GMT
Very good, nice and simple. Two questions. What happens if you have an Out of the Fight guy in your party? What if you have lower Rep guy sin your party? Go at the slowest speed or leave them behind? For me was clear without looking at the rules. When people run for their lives they don't look for each other, so they are just left behind. This is what I did long ago in one of my games of Warrior Heroes Armies and Adventurers:
"Short time after seizing the sword Soul Reaver, Rialto tells the party they are being followed. Einar gives an order and the party starts to run northwards. After a couple of hours Rialto tells them they are about to be caught and Einar puts a faster rhythm, but Tiku cannot keep up with them. They are running for their lives, nobody looks at Tiku and she says nothing.
After a couple of hours more, the Dwarfs are closing again and they have to go even faster. This time it is the archer of the group who sit on a rock and watches in silence how the rest disappears in the distance. Now the party goes faster but the Dwarfs are in their territory and know all possible shortcuts, and after a couple more hours of hot pursuit, they are finally caught and have to stop to fight for their lives.
You use the lower Rep of each group to check how the pursuit goes, and Tiku had Rep 2 and delayed the whole group, so I decided to drop her. Then I start again to check and this time Einar's party had same Rep as Dwarfs (4), so they could escape more easily. But luck was with the Dwarfs and after a couple of rolls I had to drop the archer too, to try to definitely escape, as the next lowest Rep in the group which was 5. Well, even having the Dwarfs worse Rep than Einar's group, they managed to catch them anyway, so now Einar had to fight with only two men against a horde of vengeful Black Moon Dwarfs."
Thanks Blacksmith. What checks did you use? Was it the challenge rules? My problem is how to handle carrying anyone if they are ‘Out Of the Fight’. Any thoughts? Maybe -1 DRM per fallen comrade? Is that enough?
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Post by davidlhsl on Apr 5, 2020 13:41:13 GMT
Six Gun Sound: Blaze of Glory (from 2007!) has a Posse Encounter, which was a chase. This is played out on a pursuit grid divided into 10 sections (you'd draw the grid on a sheet of paper). This grid is used to track the positions of the chasers (start at band #6) and runners (start at band #1). Each side rolls 2d6, and you'd apply that roll to each member of that side (pass 2d6, 1d6, or 0d6) to apply to a Chase table. There are rules for keeping the lead runner in band #1, and these rules factor both figures mounted on horseback and figures on foot.
Using this as an inspiration, here's my rough draft. I've set up my battle board with Rep 5, Rep 4, and Rep 3 chasing Rep 5, Rep 4, and Rep 3 to test this, but I've only tested this twice.
* Imagine your battle board is divided into six sections along the longest side. You can use d6, post-it, or pencil in the numbers along the top if you need that extra visualization. Leftmost band is #1, Rightmost band is #6, and there's an imaginary #7 directly off the battle board on the right.
* Place the runners on Band #1.
* Determine the gap using Working Grave's pursuit rules. Place the chasers on that Band #.
* You could limit this to 6 turns, but I've tested without that limit.
* Roll 2d6 for each side. Keep in mind that "6" is automatic fail.
* If a side rolls doubles, then each figure on that side that has a Rep/Savvy < the number doubled, that figure abandons the chase if a chaser or surrenders if a runner.
* Test each figure's Rep/Savvy against its side's 2d6 to determine how many dice passed: = Pass 2d6: remain in current band = Pass 1d6: remain in current band and roll 1d6 vs. Rep/Savvy. If the roll is 6 or >= Savvy/Rep, then move figure back one band. Note that this is different than passing d6 in that matching the Rep/Savvy is considered a failure. = Pass 0d6: move figure back one band (e.g, move Band #1 to Band #2). If the figure goes from Band #6 to #7, the figure drops off the battle board and is out of the chase.
* Once all figures have completed the previous step, determine if any band contains opposing forces. In this case the runners have been caught. Move these figures (chasers/runners) off the battle board. If there are opposing figures remaining on the battle board, continue the chase with those remaining figures if there are still both chasers and runners remaining.
= The chaser may elect to let the captured figure escape in order to continue the pursuit against another runner. In that case, remove the captured runners. If two chasers make the capture, the chaser can elect to use only one chaser to capture the runners and leave the other chasers on the board to continue the chase. You only need one chaser to make the capture.
* This procedures continues until all of the chasers are off the battle board. This can be from abandoning the chase, capturing the runners, or falling off the battle board from Band #6 to #7. You might also decide to limit this to 6 rounds (or some other number you determine). Note that figures never move forward using these rules. They either remain in place or fall back.
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Post by davidlhsl on Apr 5, 2020 13:53:57 GMT
Since my pursuit post was so lengthy, I decided to post my comments about OOF figures in a separate post.
I've never thought about OOF figures being considered abandoned if I continue the encounter by resolving the remaining PEFs. My assumption was always that we gave the OOF figures first aid and left them in a safe location where we can retrieve them later after the encounter.
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Post by crinklechips on Apr 5, 2020 14:08:32 GMT
Six Gun Sound: Blaze of Glory (from 2007!) has a Posse Encounter, which was a chase. This is played out on a pursuit grid divided into 10 sections (you'd draw the grid on a sheet of paper). This grid is used to track the positions of the chasers (start at band #6) and runners (start at band #1). Each side rolls 2d6, and you'd apply that roll to each member of that side (pass 2d6, 1d6, or 0d6) to apply to a Chase table. There are rules for keeping the lead runner in band #1, and these rules factor both figures mounted on horseback and figures on foot. Using this as an inspiration, here's my rough draft. I've set up my battle board with Rep 5, Rep 4, and Rep 3 chasing Rep 5, Rep 4, and Rep 3 to test this, but I've only tested this twice. * Imagine your battle board is divided into six sections along the longest side. You can use d6, post-it, or pencil in the numbers along the top if you need that extra visualization. Leftmost band is #1, Rightmost band is #6, and there's an imaginary #7 directly off the battle board on the right. * Place the runners on Band #1. * Determine the gap using Working Grave's pursuit rules. Place the chasers on that Band #. * You could limit this to 6 turns, but I've tested without that limit. * Roll 2d6 for each side. Keep in mind that "6" is automatic fail. * If a side rolls doubles, then each figure on that side that has a Rep/Savvy < the number doubled, that figure abandons the chase if a chaser or surrenders if a runner. * Test each figure's Rep/Savvy against its side's 2d6 to determine how many dice passed: = Pass 2d6: remain in current band = Pass 1d6: remain in current band and roll 1d6 vs. Rep/Savvy. If the roll is 6 or >= Savvy/Rep, then move figure back one band. Note that this is different than passing d6 in that matching the Rep/Savvy is considered a failure. = Pass 0d6: move figure back one band (e.g, move Band #1 to Band #2). If the figure goes from Band #6 to #7, the figure drops off the battle board and is out of the chase. * Once all figures have completed the previous step, determine if any band contains opposing forces. In this case the runners have been caught. Move these figures (chasers/runners) off the battle board. If there are opposing figures remaining on the battle board, continue the chase with those remaining figures if there are still both chasers and runners remaining. = The chaser may elect to let the captured figure escape in order to continue the pursuit against another runner. In that case, remove the captured runners. If two chasers make the capture, the chaser can elect to use only one chaser to capture the runners and leave the other chasers on the board to continue the chase. You only need one chaser to make the capture. * This procedures continues until all of the chasers are off the battle board. This can be from abandoning the chase, capturing the runners, or falling off the battle board from Band #6 to #7. You might also decide to limit this to 6 rounds (or some other number you determine). Note that figures never move forward using these rules. They either remain in place or fall back. Thanks for that David. My version supposes everyone runs as a group. Your version is more of an every man for himself scenario. It’s all good!
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