It's a cool idea to host a retroclone in this format! One question: You reference front and back ranks in the description for reach weapons, but I don't find any concrete reference in the combat section?
Thanks! As for reach weapons, I've tried to keep the rules relatively scale-agnostic to accommodate theater-of-the-mind combat. "Attack from the second rank" is a way to describe the advantages of spears, polearms, and the like without explicitly describing a combat grid or scale.
I don't stick to this everywhere (character movement speeds, for example) but I try to keep things free of units since TotM or approximate placement of miniatures is usually how I run combat.
Check out the v1.04 update - I've changed spears to now strike first compared to other melee weapons, to mesh with the new phase-based combat round & initiative system.
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It's a cool idea to host a retroclone in this format! One question: You reference front and back ranks in the description for reach weapons, but I don't find any concrete reference in the combat section?
Thanks! As for reach weapons, I've tried to keep the rules relatively scale-agnostic to accommodate theater-of-the-mind combat. "Attack from the second rank" is a way to describe the advantages of spears, polearms, and the like without explicitly describing a combat grid or scale.
I don't stick to this everywhere (character movement speeds, for example) but I try to keep things free of units since TotM or approximate placement of miniatures is usually how I run combat.
Check out the v1.04 update - I've changed spears to now strike first compared to other melee weapons, to mesh with the new phase-based combat round & initiative system.
Nice, seems clearer and easier to understand.
Hell yeah, I dig this!
Thanks! More to come soon.