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The power of "Scout"! http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=15752 |
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Author: | The_Real_Chris [ Wed Jun 03, 2009 3:07 pm ] |
Post subject: | The power of "Scout"! |
How much of that could be incorporated into an armies GT special rules do you think? |
Author: | Chroma [ Wed Jun 03, 2009 3:10 pm ] |
Post subject: | The power of "Scout"! |
Quote: (Rug @ 03 Jun. 2009, 15:01 ) "Recon"- units with this ability may set up using the rules for garrisoning. One thing to realize is that "garrisoning" is not a core rule, but is a scenario rule for the Tournament Scenario; other scenarios might allow different deployment options based on other criteria.  So a generalist "special rule" isn't really needed. In (Yeah, I go on and on!) "EPIC: Total War", one of the new *scenario* rules is "Vanguard", kind of the counterpoint to "Garrison", as it allows *fast* formations to be deployed differently than other formations in a scenario: Vanguard: An army moving into enemy territory cannot afford to do so blindly and usually sends fast or scouting elements ahead of its main body to look for danger.  Such formations are considered the army’s vanguard. A scenario will indicate if and how vanguard formations may be used.  Formations with a total value of up to one third of an army’s total points may be used as a vanguard with the following restrictions: • All units in the formation must have a speed greater than 20cm (formations that contain enough transport units with a speed greater than 20cm to carry any slower infantry meet this condition). OR • half or more of the units in the formation have the scouts special ability Formations containing units with the supreme commander and/or indirect fire ability or containing war engines with a damage capacity of greater than 3 may not be used in a vanguard.  Armies will not risk their leaders, artillery, or large war engines on scouting duties. |
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