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» Warfare battle of Cunaxa
Reaction frequency EmptySat Mar 23, 2024 11:09 am by kenntak

» Ilipa 206BC Society of Ancients Battle Day
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» Dice&Lead magazine
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» Errata updated
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» Mamluks in Ayyubids Egyptians
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» Army Scale in Creating Scenarios
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» Army Builder Issue
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» Scottish Wars of Independence
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» Hoplites equipped with Hoplon
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Warfare battle of Cunaxa

Wed Nov 08, 2023 11:26 pm by ejc

Sorry for short notice we are putting on the above scenario on Saturday 11th …

Comments: 4

Ilipa 206BC Society of Ancients Battle Day

Tue Mar 19, 2024 12:54 pm by ejc

This year's SOA Battle Day is Ilipa206BC will be about a dozen games all re …

Comments: 1

SELWG 2023 Thapsus 46BC

Sun Oct 08, 2023 8:29 pm by ejc

We will putting on the above game at SELG 2023 on Sunday 15th October. Forum …

Comments: 6

Colours 2023

Wed Sep 06, 2023 9:14 pm by ejc

Sorry for very short notice. We are putting on a game at colours on Saturday …

Comments: 0

Salute 2023

Sat Jan 28, 2023 2:49 pm by jorneto

Any Impetus games in this event?

Comments: 10

Society of Ancients Battle Day

Wed Mar 29, 2023 9:15 pm by ejc

Sorry for the short notice.
Our group is attending this event in Newbury on …

Comments: 3

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Reaction frequency Empty Reaction frequency

Post by paulbgau Fri Jul 29, 2016 5:56 am

I had an interesting thought on this.

Rather than attempt once per turn , once between activation.

So when I activate the command I can mark all units as available to react, when they (attempt) react remove the marker.

Optionally :: for an incompetent general that fails to activate - no react markers.

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Reaction frequency Empty Re: Reaction frequency

Post by d_Guy Sat Jul 30, 2016 2:39 pm

Paul - I like messing around with alternative rules also.
Not sure I fully understand what you are proposing.
I read it as each time a command activates ALL units on the board get reaction markers (assuming they don't already have one)?
OR do you mean that only the units in the activated command get reaction markers?

It seems like your intent is to increase the frequency of reaction so wouldn't it be simpler in this scheme to remove any "already reacted markers" at the beginning of each command activation (rather than the beginning of each turn)?

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Post by paulbgau Sun Jul 31, 2016 11:45 pm

only the units in the activated command get reaction markers
or remove reacted markers (depending on which way you play)

So the frequency is the same , just when the reset takes place is different.



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Post by d_Guy Mon Aug 01, 2016 8:20 pm

OK - got it (I think) - thanks.
Particularly like that an incompetent commander failing activation would prevent react markers being removed from units in his command.

May have to try this.

Assuming we use the system of marking units that attempt to react, those units could only have thier markers removed when thier command activates correct?

Two other assumptions - all units start the game unreacted and a new turn does NOT reset all units back to unreacted condition?

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Post by paulbgau Tue Aug 02, 2016 1:30 am

d_Guy wrote:OK - got it (I think) - thanks.
Particularly like that an incompetent commander failing activation would prevent react markers being removed from units in his command.

May have to try this.

Assuming we use the system of marking units that attempt to react, those units could only have thier markers removed when thier command activates correct?
yes

Two other assumptions - all units start the game unreacted and a new turn does NOT reset all units back to unreacted condition?
yes to both.



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