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Author Topic: Indirect Path and Final Rushing  (Read 731 times)
elgin_j
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Posts: 563



« on: October 18, 2009, 11:27:38 am »

Chaps, apologies if this has been asked/answered previously - I had a quick scan but given the reams of threads here I'd probably spend half the night checking all the likely ones.

Anyway, the question is as follows:

Indirect Path rule is fairly clear in that it allows a unit, once abutted to the rear of a friendly unit, to remain moving directly forward until such time as the player decides otherwise.  This, obviously, allows you to lurk cavalry etc on a flank until you're ready to unleash them. 

No problem with this.

Now, Final Rushing is, again, fairly clear in that you are required (I read the rules as required, not eligible) to Final Rush when all conditions are met - you are within move distance and, importantly, you have a clear path from the relevant centre point to any point on the enemy unit with 2.5" clearance (1.25" either side of that line).

Again, no problem.

Now, here is where my query comes: What happens if a unit on Close, that is lurking behind a friendly unit (in line with the indirect path rule), finds itself within range of an enemy unit AND eligible to Final Rush because there is a clear path from the centre point to a unit in range with 2.5" clearance?

This is possible if the unit is being blocked by 0.5" or less, thereby allowing 1.25" from the edge of the unit in front to its own centre point, thereby creating the 1.25" clearance.

There are 3 possible outcomes that I can envisage and would be keen to hear if this has an official ruling.

The first is that the unit does not final rush.
The second is that the unit MUST final rush.
The third is that the unit may final rush dependent upon the wishes of the player.

Any thoughts?
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toodle pip
ajax98
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« Reply #1 on: October 18, 2009, 02:52:25 pm »

If I understand your question correctly, it is what to do for Final Rush if there is only the minimum requirement of 2.5" available.

There are a few units that have that measure for their Front edge, like Goblin Bomb Chucker. Then the situation remains regular.

Since that space is only suitable for the standard flank, that is covered by:

R2.4, p.46 (Advanced Rules)
Final Rushing With a Flank
When a unit final rushes with a flank, move either of its flank center points to the center point on the nearest open side of the nearest enemy unit. No maneuvering is necessary—just pick up the unit and place it in its new position. A unit is eligible to final rush with a flank if:

• It is near enough to final rush, but obstacles prevent the unit from doing any final rush with its front, and

• Obstacles would not prevent it from final rushing with its flank. If a unit is eligible to final rush with its flank you may choose whether or not it does so. This does not cost a command action. A unit final rushing with a flank is considered charging for that turn, but still suffers the normal penalties for being flanked.


So to answer your question, the resolution depends on 1) which rules you are using & 2) the Normal Front Facing edge of the unit under inspection.

Let us assume that you are using all the rules to include Optional.
If the Front Facing is Short, 2.5", then the unit is required to Final Rush.
If the Front Facing is Long, 3.5", then the unit has Option to Final Rush with its Flank.
« Last Edit: October 19, 2009, 01:11:59 pm by ajax98 » Logged
elgin_j
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Posts: 563



« Reply #2 on: October 19, 2009, 01:06:52 pm »

Nope, that hasn't answered the question.

I'll elaborate:

The unit is facing forward and is abutted behind another forward facing unit.  The unit in front (spearmen) is on Hold.  The unit behind (Knights) is on Close.  The enemy unit is currently 4" away from the forward face of the Knights (1.5" from the forward face of the Spearmen) and directly in front of the Knights. 

Now, here is where is gets complicated.

The Knights are abutted behind the Spearmen by the measure of 0.5" on the left side.  Therefore, 3" of the forward face of the Knights is exposed - there is nothing in front of it.  The rules state that if you can draw a line from the facing centre point of the unit to any point on the enemy, and this line has a 2.5" gap (1.25" either side) then it is eligible to final rush.  As only 0.5" of the Knights is blocked by the Spearmen there is a line of 1.25" either side of its centre point with no obstruction.

My question, therefore, is whether the indirect path rule is eligible here (the enemy unit is the nearest enemy to the Knights) and the player can choose whether to final rush or whether the final rush rule overrides this requiring a charge.

Essentially, my question is can the indirect rule negate the need to final rush when a unit meets all other requirements?

Is that clearer?
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toodle pip
ajax98
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« Reply #3 on: October 19, 2009, 02:07:46 pm »

...Now, here is where is gets complicated.

The Knights are abutted behind the Spearmen by the measure of 0.5" on the left side.  Therefore, 3" of the forward face of the Knights is exposed - there is nothing in front of it.  The rules state that if you can draw a line from the facing centre point of the unit to any point on the enemy, and this line has a 2.5" gap (1.25" either side) then it is eligible to final rush.  As only 0.5" of the Knights is blocked by the Spearmen there is a line of 1.25" either side of its centre point with no obstruction.

My question, therefore, is whether the indirect path rule is eligible here (the enemy unit is the nearest enemy to the Knights) and the player can choose whether to final rush or whether the final rush rule overrides this requiring a charge.

Essentially, my question is can the indirect rule negate the need to final rush when a unit meets all other requirements?

Is that clearer?
I believe that the question is clearer.
The Indirect Path rule is used when the unit's Front red Center Point is Masked or when that central determining point is blocked for what is "visible" to the unit.

The Knights (5") must charge the enemy.
It will engage most of the front of the enemy unit, as per example, except the 0.5" is masked by Spearmen.

The enemy is Clearly Visible.
The enemy is within Final Rush range. The measure from the Front Center Point of the Knights will be traced as not to overlap the Spearmen.
There is an open path.

p.9
Close C
The unit will move its maximum movement toward the nearest enemy unit.

p.18
Facing Side
Nearest Enemy

p.21
Clearly Visible
A unit may only engage an enemy unit if the enemy unit was clearly visible at the start of the turn.
If you can draw a line from the front center point of your unit to any part of an enemy unit (that is in your unit’s front arc) without passing through any other units or line of sight blocking terrain, then the enemy unit is clearly visible.

p.22 Final Rush
• A unit is near enough to final rush if its front center point is within its MC of an open side center point of the nearest enemy unit (taking into account all non-maneuvering MC modifiers).
When a unit final rushes, move its front center point to the center point on the enemy’s facing side (or the nearest open side if the facing side is not open). No maneuvering is necessary—just pick up the unit and place it in its new position.

p23 FR
If an obstacle or another unit prevents the units from being lined up center point to center point, simply line the unit up as much as possible.
Note: To be engaged, each unit must have at least half of a side in contact with the opposing unit.

p.24 Open Path
There is an open path if:
• A straight line can be drawn from the front center point of the final rushing (or routing) unit to any point on the enemy unit (or the point the unit is routing to) and

• A 2.5” wide path can be found which is clear of other units or impassable obstacles and though which that line goes.


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elgin_j
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Posts: 563



« Reply #4 on: October 19, 2009, 03:17:02 pm »

...Now, here is where is gets complicated.

The Knights are abutted behind the Spearmen by the measure of 0.5" on the left side.  Therefore, 3" of the forward face of the Knights is exposed - there is nothing in front of it.  The rules state that if you can draw a line from the facing centre point of the unit to any point on the enemy, and this line has a 2.5" gap (1.25" either side) then it is eligible to final rush.  As only 0.5" of the Knights is blocked by the Spearmen there is a line of 1.25" either side of its centre point with no obstruction.

My question, therefore, is whether the indirect path rule is eligible here (the enemy unit is the nearest enemy to the Knights) and the player can choose whether to final rush or whether the final rush rule overrides this requiring a charge.

Essentially, my question is can the indirect rule negate the need to final rush when a unit meets all other requirements?

Is that clearer?
I believe that the question is clearer.
The Indirect Path rule is used when the unit's Front red Center Point is Masked or when that central determining point is blocked for what is "visible" to the unit.

The Knights (5") must charge the enemy.
It will engage most of the front of the enemy unit, as per example, except the 0.5" is masked by Spearmen.

The enemy is Clearly Visible.
The enemy is within Final Rush range. The measure from the Front Center Point of the Knights will be traced as not to overlap the Spearmen.
There is an open path.

p.9
Close C
The unit will move its maximum movement toward the nearest enemy unit.

p.18
Facing Side
Nearest Enemy

p.21
Clearly Visible
A unit may only engage an enemy unit if the enemy unit was clearly visible at the start of the turn.
If you can draw a line from the front center point of your unit to any part of an enemy unit (that is in your unit’s front arc) without passing through any other units or line of sight blocking terrain, then the enemy unit is clearly visible.

p.22 Final Rush
• A unit is near enough to final rush if its front center point is within its MC of an open side center point of the nearest enemy unit (taking into account all non-maneuvering MC modifiers).
When a unit final rushes, move its front center point to the center point on the enemy’s facing side (or the nearest open side if the facing side is not open). No maneuvering is necessary—just pick up the unit and place it in its new position.

p23 FR
If an obstacle or another unit prevents the units from being lined up center point to center point, simply line the unit up as much as possible.
Note: To be engaged, each unit must have at least half of a side in contact with the opposing unit.

p.24 Open Path
There is an open path if:
• A straight line can be drawn from the front center point of the final rushing (or routing) unit to any point on the enemy unit (or the point the unit is routing to) and

• A 2.5” wide path can be found which is clear of other units or impassable obstacles and though which that line goes.




That's cleared it up.  All these years and I missed that bit. Thanks - much appreciated.
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toodle pip
ajax98
Guest
« Reply #5 on: October 19, 2009, 05:20:37 pm »

Ah, so. One of those Implied concepts, now needing to be made clear. As such it is easy to miss.

I did that recently and had to go back and line out a lot of some answers as the correct little bit I missed made sections of the answers wrong.
 Lips sealed

R2.4, p.16
Indirect Path
Sometimes a unit’s standing orders would cause it to move on an indirect and convoluted path towards the enemy due to other units in its path. When this happens, you may either move the unit on the indirect path, or you may move it on a direct path, stopping when it reaches the obstructing unit.


In this situation, the key phrase "path towards the enemy" denotes the two "visibility" rule sections.

A unit that is being movement masked/obstructed is guided by the player's consideration of 1st-Clearly Visible and 2nd-Nearest Enemy.
Line of Sight considerations enter into the equation when there is a difference in size and / or elevation.

This is being cleaned up in v.3.
« Last Edit: October 19, 2009, 05:22:29 pm by ajax98 » Logged
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