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Hold the Line: Frederick's War» Forums » Rules

Subject: 1) Cavalry Charge Fails to Dislodge rss

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Oh you seekers of the new who run terrified from history into the clutches of an eternal life where no electric shaver can be built to last.
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    It's not clear where cavalry charges go when they fail to dislodge their intended target from the hex. I played that they stop in the hex short of the intended target, which seems pretty doggone reasonable. I'd love an official ruling.

             S.


 
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George Curtiss
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Not official, but that is how I'd play it!
 
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Peter Putnam
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Yep, same with close combat that fail to dislodge.
 
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Oh you seekers of the new who run terrified from history into the clutches of an eternal life where no electric shaver can be built to last.
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    Close Combat makes perfect sense since you're starting right next to the unit, and it's foot soldiers -- you are rebuffed by the opposing line. I started talking myself into a cavalry charge being able to pick any adjoining hex since it would pass through infantry in squares and could chase other cavalry . . . and . . . it became apparent that I needed to stop thinking so much. The game is designed to be simple.

    So I've made a mental note that I need to specify the path of approach since you could hit the enemy from multiple hexes and may prefer one over the other in the event of a rebuff. I'm using my patented "lean" method where I lean the attacking chit on the edge of the defending from the direction the attack is originating.

             S.


 
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