Multiple Manoeuvres: Lancelot (Monty Python)

By LordBobman, in WFRP Rules Questions

Whenever I think about using multiple manoeurves to move from extreme(or long) range to engaged, I cannot help but laugh and think of an old Monty Python scene...

Man you're right! :)

While a hilarious image, I think it's unfortunate that most players do seem to think of it this way.

In my mind,I see as the amount of time the camera is focused on that character before cutting away. So by my take of the rules, that clip would have been:

  • Mook: Assess the Situation. End Turn.
  • Lancelot: Maneuver. End turn.
  • Mook(s): Assess the Situation. End Turn.
  • Lancelot: Maneuver. End turn.
    ...
  • Mook(s): Asses the Situation. End turn.
  • Lancelot Maneuvers to Engage, uses Double Attack, maneuvers to disengage, and maneuvers again to move to medium within the building.
    [Cost to move from extreme to building: 2 fatigue and a ton of turns]
  • Surviving Mook: Observation. End Turn.

Overall, the screen time analogy seems to work best for me for the construction of the system and works with the abstraction of events going on around the player. Taking 3 fatigue (or wounds in the case of NPCs) is the incoming arrow fire as much as the exhaustion of running, and is the cost to the player/GM of maintaining the spotlight for so long.

And thanks for the laugh.

LordBobman said:

Whenever I think about using multiple manoeurves to move from extreme(or long) range to engaged, I cannot help but laugh and think of an old Monty Python scene...

A turn is not a set amount of time.

That said running from extreme to engaged would take 6 fatigue.

In our house rules anything above 2 movement maneuvers means you can't attack. You can still get up from prone, disengage, draw a weapon and other stuff.

I was thinking of incorporating a similar house rule that would prevent this: Only free manoeuvres are allowed prior to an "Action". After your "Action" you could use any remaining free manoeuvres and/or pay fatigue for additional ones.

I find it just find it silly that the RAW rules would allow this (albeit unlikely) behaviour.

Gallows said:

LordBobman said:

Whenever I think about using multiple manoeurves to move from extreme(or long) range to engaged, I cannot help but laugh and think of an old Monty Python scene...

A turn is not a set amount of time.

That said running from extreme to engaged would take 6 fatigue.

In our house rules anything above 2 movement maneuvers means you can't attack. You can still get up from prone, disengage, draw a weapon and other stuff.

At the moment I like the RAW rules, but I was thinking in limiting the movement manoeuvres also. I haven't done it so far because I can't find a way of doing it without breaking some balance in the game.

For example Gallows, if you move more than 2, you can't attack. Then, how do you catch up some one who is fleeing? Looks like you can only stop him by shooting him arrows. How do you solve this in your house rules?

Yepesnopes said:

For example Gallows, if you move more than 2, you can't attack. Then, how do you catch up some one who is fleeing? Looks like you can only stop him by shooting him arrows. How do you solve this in your house rules?

There ARE actioncards which allow you both an extra maneuver + an attack! ie. 'insert Path of some-swordmaster-card-here' OR 'Use a stunt' ?? - Alternatively just run up and engage him .... remember it does NOT cost a maneuver to engage - however disengaging does!! as soon as you catch you the other guy hi will have a hard time getting away since that would always cost him 1 maneuver (fatigue) more for the one trying to run - than for the other trying to catch up - and eventually you should be able to just clubber him when he runs out of breath ....

Boehm said:

There ARE actioncards which allow you both an extra maneuver + an attack! ie. 'insert Path of some-swordmaster-card-here' OR 'Use a stunt' ?? - Alternatively just run up and engage him .... remember it does NOT cost a maneuver to engage - however disengaging does!! as soon as you catch you the other guy hi will have a hard time getting away since that would always cost him 1 maneuver (fatigue) more for the one trying to run - than for the other trying to catch up - and eventually you should be able to just clubber him when he runs out of breath ....

It seems to contradict what appears in the player's guide pg.66

" Engage or Disengage from an opponent. If a target is already
within close range of a character or engagement, the character
can perform a manoeuvre to engage that target.
"

By the way, from the other post (guarded position), thanks for the recomendation, I will check the battle map house rules of Gallows

Yepesnopes said:

" Engage or Disengage from an opponent. If a target is already
within close range of a character or engagement, the character
can perform a manoeuvre to engage that target.
"

By the way, from the other post (guarded position), thanks for the recomendation, I will check the battle map house rules of Gallows

You are welcome .... maybe Im wrong, but I seem to remember it saying something like (somewhere)- that when you move to closerange you can automatically choose to engage your opponent ie. it only costs you a manoevre to go from close range to engaged if this was the range you started out at prior to beginning your turn.

Yepesnopes said:

Gallows said:

LordBobman said:

Whenever I think about using multiple manoeurves to move from extreme(or long) range to engaged, I cannot help but laugh and think of an old Monty Python scene...

A turn is not a set amount of time.

That said running from extreme to engaged would take 6 fatigue.

In our house rules anything above 2 movement maneuvers means you can't attack. You can still get up from prone, disengage, draw a weapon and other stuff.

At the moment I like the RAW rules, but I was thinking in limiting the movement manoeuvres also. I haven't done it so far because I can't find a way of doing it without breaking some balance in the game.

For example Gallows, if you move more than 2, you can't attack. Then, how do you catch up some one who is fleeing? Looks like you can only stop him by shooting him arrows. How do you solve this in your house rules?

you do the Benny Hill and chase him until either his hair falls off or he gets tired... Or what Boehm said :)

Gallows