
As the creator I need to cement this early on

Moderator: TFF Mods
Warpstone wrote:Can riders and mounts be mixed? Can a Dark Elf blitzer ride a horse but then get a Cold One when you can afford it?
Yup
If so, can mounts skill up?
Yup
I'm just wondering how much you want to concentrate on dismounting a rider as a game tactic. For example, on any successful block do you need to figure out if the rider was crushed by or thrown from a horse? If so, damage is resolved separately and you need MV and AG as ways to model a riders getting back in the saddle.
I was thinking if they are dismounted they land in a square next to the horse and the horse loses Ma the following turn waiting for the rider to get back on. It just seems easier that way. Also Jump Up could be used to allow the rider straight back on the horse without it losing any Ma. Though not sure if the rider should always be dismounted. It would be neat to have the rider stunned but the horse still able to move in their turn. Obviously this would give the rider No Hands (in other words cant block/blitz or interact with the ball). Would make sense to allow the more agile creatures like a deer to cope better with a stunned rider, while something like a juggernaut could take a WA test.
BTW, if you use a 40mm board, you should be fine using 1 square per fig.
Good call.Hitonagashi wrote: 1) Block dice:
Skull: Attacker + mount down. Roll an armour/injury for both
Skull/BD: Attacker and defender dismounted: Roll for armour/injury on rider
Push: Narrow duck!
Pow/Push: Defender dismounted
Nice. Perhaps they should also be able to sacrifice movement to enable turns.garion wrote:Maybe if the mounts can only move in one direction in a turn, if they want to change direction they must make an agility test ?
I like these ideas.garion wrote:I would rather it was a fixed number, that way animals like elephants will suffer greatly for poor positioning.
I think an Ag roll could be good though, like a hard turn. Which allows you to spin round on the spot without the cost to movement.
Code: Select all
Turning is harder the further you've moved!
You can turn in two ways:
1) For 1 movement point, you can turn one 'angle' in either direction.
2) You can consult the following table to make a "hard turn".
Great ideas hito!Hitonagashi wrote:I like these ideas.garion wrote:I would rather it was a fixed number, that way animals like elephants will suffer greatly for poor positioning.
I think an Ag roll could be good though, like a hard turn. Which allows you to spin round on the spot without the cost to movement.
I'd also say the AG roll shouldn't be a static difficulty, but based on the number of squares you moved that turn.
For an idea:
Turning:The table is calculated by : AG - 2 + number of squares moved. (inspiration jump up).Code: Select all
Turning is harder the further you've moved! You can turn in two ways: 1) For 1 movement point, you can turn one 'angle' in either direction. 2) You can consult the following table to make a "hard turn".
That way, an AG 3 mount can be pulled to face any direction at the start of the move on a 2+, but yanking it through 180 degrees after 5 squares of movement will require a 6!