Welcome to new readers JF and Jacko. Hope you like the blog.
Shaun brought up some great points in the comments on the last blog entry, mainly that I was playing the rules wrong! Using the provenance of Rally Round the King (Warrior Heroes before it and Warrior Kings before that) he showed that there is no concept of moving and firing and therefore no concept of voluntary fire.
I'll be honest, that rule is bad design and now reminds me of why I set these rules aside.
- It does not model skirmishers very well, which generally use movement as a defense mechanism.
- It does not model mounted skirmishers at all.
- It creates a reverse Gotcha'! with skirmishing against heavy infantry.
The first time I heard the term "Gotcha'! Gaming" was from Wally Simon in the old PW Review gaming journal. It basically describes the effect of the worst type of IGO-UGO games (which Two Hour Wargames professes to cure with their reaction system). Take a certain space fantasy miniatures game that is tremendously popular. Their rules allow side A to move up into weapons range of their opponent, fire to full effect, remove casualties from side B, all before side B can do anything. Gotcha'!
A reverse Gotcha'! comes about when you change the action allowance from move and fire to move or fire. Side B gets to yell Gotcha'! when side A moves into range. In RRtK this happens with missile troops if they cannot move and fire. They are forced to stop when within missile range (3" for skirmishers), but if they cannot fire they will get charged by the enemy. So they will have to pass a Being Charged test, which is pretty hard for a thin line of skirmishers.
I think I have shown the concepts that I want to with these rules, which is primarily how to use Mythic to make major decisions like deployment, battle tactics, and precedence for receiving activation (PIPs in DBx parlance).