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Forced Withdrawl Rules
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Do you play with Forced Withdrawl Rules?
Yes
37%
 37%  [ 3 ]
No
62%
 62%  [ 5 ]
Total Votes : 8
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AWAD
Draconis Combine
Chu-sa
Chu-sa


Joined: 06-Feb-2002 00:00
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PostPosted: 08-Mar-2007 10:40    Post subject: Forced Withdrawl Rules Reply to topic Reply with quote

How many of you play with some sort of Forced Withdrawl rules?

Which set? Do you have your own? Do you play them all the times or for certain sessions only?


AWAD- Yes I have gone poll crazy this morning, so deal with it and answer them.
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mud
Draconis Combine
Tai-sho
Tai-sho


Joined: 23-Jul-2002 00:00
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PostPosted: 08-Mar-2007 13:44    Post subject: Reply to topic Reply with quote

they make sense to me...although I think some of the rules dont' make as much sense in a campaign setting, where players have an incentive to weigh the risks of leaving a damaged 'mech in the fight.
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AWAD
Draconis Combine
Chu-sa
Chu-sa


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PostPosted: 08-Mar-2007 17:06    Post subject: Reply to topic Reply with quote

My Forced Withdrawal Rules

Any of the following for Mechs:
Head Armor Gone
3 Pilot Hits
1 Gyro Hit
2 Engine Hits
2 Locations with Internal Hits

Withdrawal is walking towards the board edge you came on. It is a little open but they can back up and fire and do not have to back up into a horde of enemy, they can go around. Or they can run away like cowards.

In some defense scenarios the defender changes to 3 Locations with Internal Hits.

I also have rules for Armor and Infantry.


In RPG that is up to the Player. But then they sometimes get aggressive knowing they are not held to the same standard.

AWAD- just had a game where all Mechs withdrew from the board, both sides, with none destroyed, leaving the Infantry holding the board.
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Seraph
Blighted Sun Battalion
2nd Company
"Seraph's Slaughter"
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Major


Joined: 11-Mar-2004 00:00
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PostPosted: 08-Mar-2007 18:05    Post subject: Reply to topic Reply with quote

Our rules for withdrawal are a bit different. It's based mainly on cost of repair rather than actual damage hits taken. Being a merc unit, a poor merc unit, you tend to set your own rules for pulling out and regrouping.
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mud
Draconis Combine
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PostPosted: 10-Mar-2007 11:28    Post subject: Reply to topic Reply with quote

AWAD wrote:

AWAD- just had a game where all Mechs withdrew from the board, both sides, with none destroyed, leaving the Infantry holding the board.


I'd take that as a sign that you need to loosen up your forced withdrawal rules.

The pilot hits and the two internal locations seem particularly restrictive to me.
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AWAD
Draconis Combine
Chu-sa
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PostPosted: 10-Mar-2007 14:56    Post subject: Reply to topic Reply with quote

mud wrote:
AWAD wrote:

AWAD- just had a game where all Mechs withdrew from the board, both sides, with none destroyed, leaving the Infantry holding the board.


I'd take that as a sign that you need to loosen up your forced withdrawal rules.

The pilot hits and the two internal locations seem particularly restrictive to me.


When you read fiction it seems most battles are heavy skirmishes with occasional pitched battles. Most commanders do not want to risk that expensive equipment. Plus how many times in history has some small unit be able to hold off something bigger due to the fact once the attacking unit gets bloodied it backs off.

If I were in poor condition I would be looking to get out of the situation.

But those are base rules, they are adjust by unit type, expirence and the likes. But Regular V Regular on open field engagement, that covers it.

And that is the only time I have seen both sides withdraw.

AWAD- Last night my bad ass unit rolled like I always do, yes I hurt them, but should had hammered them.
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Storm
Draconis Combine
Chu-i
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PostPosted: 10-Mar-2007 19:10    Post subject: All the mechs left? Reply to topic Reply with quote

I think I'd shoot the mechwarriors. Cowards!

Our withdrawal rules are simple. If you want to leave, go to any edge of the board. Once off the board, that unit is out of play. He can walk, run, shoot, jump, crawl or whatever it takes. If he makes it to the edge, he's home free. If he gets toasted beforehand, well . . . that's the way the dice roll.

Storm
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SaberDance
Federated Suns
Colonel
Colonel


Joined: 07-May-2004 00:00
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PostPosted: 10-Mar-2007 20:19    Post subject: Reply to topic Reply with quote

If you get to the edge of the board, you're home free.

On large maps, if you can put 3 boards between you and the nearest enemy, you can skip to the end of the board and be home free.

Actually had one scenario where the goal was to destroy a wasp before it could get out of range. Just had three maps, when everyone got off the last map, we moved it to the front, and kept cycling until they killed it (only took 2 maps, so they covered about 5 maps in the course of the chase).

in duels or "just-for-fun" games, it is considered bad form to shoot a mech which is running away. It takes time, and if you manage to disable the mech, it means more time pounding a mech that can't shoot back while everyone else stands around tapping their fingers.

Course, if the player stays on the map, he just had that pounding coming.

Shooting ejected mechwarriors was also considered bad form, unless they weren't trying to escape, at which point, they had it coming. (and traditionally recalcitrant ejecties get it with either the largest still functioning weapon, or a full Alpha Strike).

In campaign, I've GMed a radio call ordering a retreat, but it's the players call, and they have to deal with the CO at the end.
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