---Except Rob that it becomes deadly to have a rout when all units in
3 inches must test. Remember please that armies often have 4 0or 5
break points. A rout test that could break or debilitate three or
four key units in a go would transform the game! (For the worse )
Roy
In ARMATI@yahoogroups.com, "Robert W Jones" <ltcjones@...> wrote:
>
> Hi Rodge,
>
> I just assumed that "key" units are the meat of the army and as
they break it could potentially cause panic, maybe if the unattached
general is within the 3" of the breaking of unit, then there is no
check. This would probably be a good scenario rule. Just my two
cents into the thread.
>
> Rob
>
> Hope is not a method.
>
> ----- Original Message -----
> From: rodger1uk
> To: ARMATI@yahoogroups.com
> Sent: Saturday, January 03, 2009 11:07 AM
> Subject: [ARMATI] Re: RV's, the State of the Nation
>
>
> --- In ARMATI@yahoogroups.com, "Robert W Jones" <ltcjones@> wrote:
>
> > I would change 14b, so that whenever a key unit breaks, all
units
> check within 3" regardless of rout path.
>
> Hi Rob,
> This was discussed a while back but the 'area effect' at 3" (for
> reasons I cannot recall) was not taken up.
> Rodge
>
>
>
>
>
> [Non-text portions of this message have been removed]
>