Monday, March 28, 2016

Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 6 Companies [Part 5/23]


This post will cover formation that are comprised of 6 infantry companies and will provide images to help determine the proper initial and final location of companies while undergoing the reconfiguration and provide the movement costs associated with the movement.


WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!


So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 1 (5x2) configuration would require a move distance of 13.21".


So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".


So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 3 (3x2) configuration would require a move distance of 8.98".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to compact 4 (2x3) configuration would require a move distance of 8.98".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 4 (2x3) configuration to column (1x6) configuration would require a move distance of 8.31".


So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 3 (3x2) configuration would require a move distance of 17.48". This means that a formation with a move value of 6" would require a Heroic Move to perform this reconfiguration move.


So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to Column (1x6) configuration would require a move distance of 17.56".


So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 3 (3x2) configuration would require a move distance of 13.21".


So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to Column (1x6) configuration would require a move distance of 12.82". Again, this would require a Heroic Move to accomplish this reconfiguration for a formation with a move value of 6".


So, it appears that Company 3&4 have the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 4 (2x3) configuration would require a move distance of 4.93". It is interesting to note that this is the only reconfiguration for 6 infantry companies that does not require an "At the Double" or Heroic Move.



So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to Column (1x6) configuration would require a move distance of 11.19".



So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to Column (1x6) configuration would require a move distance of 10.39".


SUMMARY (for Infantry Formation Comprised of 6 Companies with Move Value of 6")






LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
    • Using WFMC to Verify Movement Examples [Part 23/23]

    Monday, March 21, 2016

    Updates and Extensions to the Rules for Fates - Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]



    Here are the next set of Fates for Evil Armies. This set provides mostly the point updates that were required to bring them in-line with the others that are available. Enjoy!



















    LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
    1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
    2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
    3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
    4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
    5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
    6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
    7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
    8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
    9. Magical Resistance & Blessed Grove [Part 9/24]
    LINKS TO OTHER FATE UPDATES AND EXTENSIONS
    1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
    2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
    3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
    4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
    5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
    6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
    7. TBD [Part 16/24]
    LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
    1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
    2. TBD [Part 22/24]

      Tuesday, March 15, 2016

      Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 5 Companies [Part 4/23]


      After reviewing several of the older posts for reconfiguring formations, I noticed that the images that were included with the 5 Company reconfigurations were "off". As such, I've decided to revisit this thread of posts and continue to provide clarification and calculations. This post will deal with  Infantry Formations that are comprised of 5 Companies and their associated permutations of reconfiguration and the movement cost associated with those reconfigurations.


      WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!



      For Case 5-1 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 8.98".




      For Case 5-2 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 8.98".




      For Case 5-3 it appears that the worst case movement is Company 3. So reconfiguring in this fashion would require a Move of 4.93".





      For Case 5-4 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 6.41".






      For Case 5-5 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 13.21".




      For Case 5-6 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 9.87".




      For Case 5-7 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 12.82". Oh, now this is interesting ... This means that for a Formation that has a Move Value of 6" the only way to perform this type of reconfiguration in a single round would be to expend Might and perform a Heroic Move.



      For Case 5-8 it appears that the worst case movement is Company 3 or 4. So reconfiguring in this fashion would require a Move of 4.93".




      So, for Case 5-9 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 11.19". For a Formation with Move Value 6" this is still barely doable with an "At the Double!".
      



      For Case 5-10 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 8.31".





      SUMMARIES (for the 5 Company Formation)


















      LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


        LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
        • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
        • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
        • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
        • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
        • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
        • Using WFMC to Verify Movement Examples [Part 23/23]


        Tuesday, March 8, 2016

        Updates and Extensions to the Rules for Fates - Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]


        Now we get to move on to the Fate Updates! Evil gets their turn to obtain the special and new "toys" that the Fates can provide. Just like before, we have updated the point cost and the text to clarify the special rules. You should notice that Morgul Blades has had the static value of 4 changed to be a +2 bonus (that way it is more useful for those two-handed armed formations) and has had its points changed to be based upon the total number of companies within the formation - not just a flat cost. Also, Dark Shrine has been updated to be similar in rules to the Seat of Ancient Power Fortune, but it has a little additional boost, as well. And finally, there is Entslayer - which will provide the same role as Dragonslayer and Monsterslayer from the last post.



        Everyone enjoy! Sorry I didn't get to post last week ... I've started a new "real life" job and it has been pre-occupying my time!
        \









        LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
        1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
        2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
        3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
        4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
        5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
        6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
        7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
        8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
        9. Magical Resistance & Blessed Grove [Part 9/24]
        LINKS TO OTHER FATE UPDATES AND EXTENSIONS
        1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
        2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
        3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
        4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
        5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
        6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
        7. TBD [Part 16/24]
        LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
        1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
        2. TBD [Part 22/24]