Author Topic: Moving along a road towards edge of world  (Read 2261 times)

0 Members and 1 Guest are viewing this topic.

andrew

  • Guest
Moving along a road towards edge of world
« on: October 10, 2008, 10:39:38 AM »
We came across a situation today and I would be interested to hear other opinions....

A column of elements have been marching along a road, heading towards a table edge.  The final move along the road, if moved full distance (for being on the road) would take the leading element(s) off the table.  Assuming the elements continue to move along the road and only the raod, albeit at their off-road speed to avoid the table edge, and this is their first march move this bound, how many PIPs should the move cost?

Thanks
Andrew

LawrenceG

  • Guest
Re: Moving along a road towards edge of world
« Reply #1 on: October 10, 2008, 04:29:31 PM »
The first march along a road always costs zero and is never modified by other factors.

If it were not your first march:

As your off-road speed is less than the maximum distance along the road, then you must pay for moving both corners less than maximum distance.

This argument is based on the word "Otherwise" at the end of the first para on p27 governing everything else on the page.
 

andrew

  • Guest
Re: Moving along a road towards edge of world
« Reply #2 on: October 10, 2008, 11:27:26 PM »
Hi Lawrence

I agree - that is the logical interpretation.  Unfortunately my opponent didn't see it that way!  In any case it didn't make any difference to the game.....

Cheers
Andrew

foxgom

  • Guest
Re: Moving along a road towards edge of world
« Reply #3 on: October 11, 2008, 11:43:34 AM »
The first march along a road always costs zero and is never modified by other factors.

This argument is based on the word "Otherwise" at the end of the first para on p27 governing everything else on the page.
 


Hi

I read the "otherwise" as applying only as far as "3 PIPs are expended for...".

If you allow it to apply to the entire page, you allow some strange things to happen....

a) a pike block could move straight ahead less than it?s full move without penalty.
e.g. You could take a 10 wide block of pike and move the first column 10p, the neighbouring one 20p, the next one 30p   etc, thus creating something difficult for the enemy to attack.  Next move you could march them all back together again, as long as the enemy is still far away.

b) Naval elements get a free first move even if
           their general is dead
     and their orders had just been changed
     and they are wheeling
     and they disheartened and making a 180 degree turn
     and they are irregular


I would have said the march down the road is free if it was the first move, otherwise 1 PIP.
It is not a difficult evolution because it iii) ends when it?s front....edge  .....reaches...impassable terrain


neil fox

LawrenceG

  • Guest
Re: Moving along a road towards edge of world
« Reply #4 on: October 11, 2008, 07:58:55 PM »
The first march along a road always costs zero and is never modified by other factors.

This argument is based on the word "Otherwise" at the end of the first para on p27 governing everything else on the page.
 


Hi

I read the "otherwise" as applying only as far as "3 PIPs are expended for...".

If you allow it to apply to the entire page, you allow some strange things to happen....

a) a pike block could move straight ahead less than it?s full move without penalty.
e.g. You could take a 10 wide block of pike and move the first column 10p, the neighbouring one 20p, the next one 30p   etc, thus creating something difficult for the enemy to attack.  Next move you could march them all back together again, as long as the enemy is still far away.

b) Naval elements get a free first move even if
           their general is dead
     and their orders had just been changed
     and they are wheeling
     and they disheartened and making a 180 degree turn
     and they are irregular


I would have said the march down the road is free if it was the first move, otherwise 1 PIP.
It is not a difficult evolution because it iii) ends when it?s front....edge  .....reaches...impassable terrain


neil fox


Well, the extra pip only applies to " a move requiring PIPs" so even if this is not covered by the "Otherwise", it still does not apply to moves for which "No PIP is expended".

Apart from this, there is no indication in the text or formatting to define the part which is governed by the "Otherwise".

andrew

  • Guest
Re: Moving along a road towards edge of world
« Reply #5 on: October 11, 2008, 09:56:56 PM »
We also looked at the 'impassable terrain' and decided the edge of the world wasn't actually terrain - more to the point we found one other reference to 'impassable terrain' but no definition.  However, it looks like my original assessment was wrong given neither of us had read the part that says difficult evolution penalties only apply to 'moves requiring PIPs' (BTW, very nice catch Lawrence!).   From memory I allowed the free move given the troops in question were well out of the game and were moving further from the action so I wasn't too concerned.

Maybe the 'move requiring PIPs' part does open up the possibilities mentioned.  Based on the formatting / layout the word 'Otherwise' appears to apply to the 5 bold sections below that point on the page, further it describes the PIP costs for all situations other than those described above the word 'Otherwise'.

Interesting possibilities - also interesting to see how such a simplistic question can lead to so much more.....

Cheers
Andrew

MikeCampbell

  • Guest
Re: Moving along a road towards edge of world
« Reply #6 on: October 13, 2008, 10:35:50 PM »
The first march along a road always costs zero and is never modified by other factors.


Yep - extra PIPs only apply to moves that already cost PIPs in the first place.

This move cost zero.