Fluid Movement (WHFB)

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Fluid Movement (WHFB)

Postby leopard » Sun Sep 01, 2013 6:52 pm

Situation: currently one building is fine, can be a pain, but manageable, but as soon as you have two buildings within say 120mm or each other you have a problem, lots of units cannot move through the gap this feels wrong

Proposed solution, allow a new type of movement:

Fluid Movement
Any unit may elect to use Fluid movement in place of any form of voluntary movement (e.g. a Fluid Charge, a Fluid Reform, a Fluid Move or a Fluid March)

To make a Fluid movement each model may move individually or in groups, no model may move further than it would otherwise be permitted to move (e.g. 2D6+M for infantry making a Fluid Charge), individual models may turn on the spot as often as they wish during this move at no cost - i.e. you only measure the path of the distance moved, ignoring wheels, but not you move each model individually so this will not generally allow you to move further than you would otherwise.

Each models move must be legal, e.g. no closer than 1" to another unit at any time, unless charging, and even when charging must physically fit through any gaps.

If you use this rule to make a Fluid Move past an enemy model, and you move to within 2" of the enemy model at any point the enemy unit/model has two choices:

- allow the move to go ahead, in which case it is completed
- allow the move to go ahead and strike as they go past - in which case any enemy model you move within 2" of may make an attack as you pass (at normal WS and Number of attacks) -- resolve this immediately after the unit moves so you know how many attacks to make but before any other movement or any other game effect takes place, these attacks are allocated as shooting. The unit making the move may not strike back (you had your chance to charge) and may not Parry. If enough casualties are caused take a panic check from the location at the end of the movement.

The unit will end in one of two ways:

Ending in a regular formation i.e. a normal game legal block of ranks and files, here the unit no counts as a normal block from the end of the player turn -- it counts as a fluid formation for the remainder of this player turn (e.g. magic, shooting and combat)

Ending not in a regular formation i.e. say five models in the front rank, then two ranks of three between obstacles or other units then a few more ranks of five models, here the unit counts as in a fluid formation until the end of a player turn in which it ends in a normal formation -- i.e. you can remain in this sort of formation for as long as you like.

Fluid Formation
A unit in a Fluid Formation may not attack with ranged weapons, counts as having no ranks for any purpose and may never be steadfast (if stubborn it remains so). The unit counts as disrupted.

Supporting Attacks: models in a second rank may make normal supporting attacks, but they can be no more models making such attacks than are present in the front rank.

Characters must be placed at the front of the formation, in that they must be leading the movement, characters may make ranged attacks and cast/dispell magic as normal -- they are better coordinated than the rank and file.


Effect
Units can now move around and among others, and around and among buildings & other obstacles much more easily, with the penalty of not being able to fire ranged weapons if they move slow enough to and never counting as having any ranks as they are not in a proper fighting formation.

Impact
It is now practical to fight games in built up areas, elite troops are still able to fight in such formations but 'rabble' will suffer from the lack of the 'mob' effects.

You can now also 'charge past' a single enemy model, but will end up without the benefit of ranks for at least that turn, and make take casualties so this is inadvisable unless the unit you are moving past is significantly weaker than you (use this to try and move around a dragon is asking for trouble)


I was trying to think of a sensible way of allowing movement around buildings and such obstacles, this seemed the simplest solution that doesn't slow the game down much and if you end up in combat doing it this will hurt -- unless of course the unit you have charged is also doing this -- fighting in alleyways is perfectly possible but inadvisable unless you are a lot stronger, but then who wants to start a fair fight?

As a side effect you can also avoid a lot of charge blockers, as such units are really just another obstacle, I think the loss of any ranks is a suitable penalty.

Thoughts?
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Re: Fluid Movement (WHFB)

Postby The Nick » Mon Sep 02, 2013 10:59 am

Looks good. There are probably some things that need to be playtested and some radical imbalances, but it's a great concept.
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Re: Fluid Movement (WHFB)

Postby leopard » Mon Sep 02, 2013 11:14 am

For sure will throw up some issues, first draft was about three times as long and essentially unworkable trying to define how units expand and contract, goal of this is KISS

A side effect is the ability to note some units are unruly mobs and always operate in this formation - ie no rank bonuses ever, but would need units specifically written for it.

It's a serious change on march blocking though (you could drop the bit about flowing round a unit, of make it so that unit hits automatically as alternatives) but the logic is there, you have six of do rats in your way? Run over them, sure a few will get dragged down but a decent sized unit won't care, nor will a tough or well armoured smaller one

but mostly it allows buildings to be used, and other terrain while providing a few options around how to get round them
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Re: Fluid Movement (WHFB)

Postby AndyONeill » Fri Sep 13, 2013 8:33 pm

An obvious omission from warhammer is open order infantry.
Most historicals would have close order, open order and skirmish infantry.
Often with the likes of warband to represent infantry who would fight as a disorganised mob to differentiate disciplined drilled troops from unruly disorganised ones.

I think a unit type element based sort of game like impetus or dbm is a better match.
Have you tried hordes of the thing and the impetus fantasy variant?
Basic impetus and the fantasticus fantasy variant are free downloads.
Hott2 is also a free download.


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