Using Rabble vs Skirmishers in front
Posted: Fri Oct 22, 2021 6:51 pm
So I'm painting armies, and Rabble is a bit of a new type for me, being as deep as a mounted unit, but with poor skirmishers on it.
I see that Rabble Panic rather than Skirmisher who evade.
I see that Panic:
1. Fall back
2. Turn 180 degrees
3. THEN make a panic move
Panic moves die if they hit a friendly or enemy etc.
That makes Rabble more brittle than skirmishers who can pass through heavies behind them when they evade.
BUT the fall back move is first, so am I right in thinking that a Rabble would fall back THROUGH some heavy infantry immediately behind them, and THEN turn and panic? This would make them that much more difficult to get back into the fight, whereas Skirmishers could 1-2 skirmishing session in before they pull behind the battleline.
So following on this, the tactic to use Skirmishers, they can be in front of the main battleline, AND can be a bit further in front (out of contact) for multiple chances to pull enemy units out of line. This make skirmishers a bit more flexible, even if they take a few more PIPs to use.
But Rabble have to be stuck to the front of the battleline, so that when they fall back, they pass through. If they were detached from the battleline, they will recoil, turn, and then panic straight into their own troops, resulting in them being destroyed.
Does this make sense? Am I thinking about it correctly?
Example battleline using skirmishers > 1 MU in front:
____Sk_______Sk______
______________________
______________________
HIHIHIHIHIHIHIHIHIHIHI
Example battleline using Rabble 0 MU in front:
____Rb______Rb______
HIHIHIHIHIHIHIHIHIHIHI
Obviously Skirmishers & Rabble can be used to lurk in rough terrain, and also to help extend a battleline, so this kind of tactic only applies to when the skirmishers are out in front.
And a further question about the Rb battleline.
Would this line cost only 1 PIP to move, or does the "group" have to have a straight continuous front? i..e Should it cost 3 PIPS? 1 for each Rabble, and 1 for the main battleline?
I see that Rabble Panic rather than Skirmisher who evade.
I see that Panic:
1. Fall back
2. Turn 180 degrees
3. THEN make a panic move
Panic moves die if they hit a friendly or enemy etc.
That makes Rabble more brittle than skirmishers who can pass through heavies behind them when they evade.
BUT the fall back move is first, so am I right in thinking that a Rabble would fall back THROUGH some heavy infantry immediately behind them, and THEN turn and panic? This would make them that much more difficult to get back into the fight, whereas Skirmishers could 1-2 skirmishing session in before they pull behind the battleline.
So following on this, the tactic to use Skirmishers, they can be in front of the main battleline, AND can be a bit further in front (out of contact) for multiple chances to pull enemy units out of line. This make skirmishers a bit more flexible, even if they take a few more PIPs to use.
But Rabble have to be stuck to the front of the battleline, so that when they fall back, they pass through. If they were detached from the battleline, they will recoil, turn, and then panic straight into their own troops, resulting in them being destroyed.
Does this make sense? Am I thinking about it correctly?
Example battleline using skirmishers > 1 MU in front:
____Sk_______Sk______
______________________
______________________
HIHIHIHIHIHIHIHIHIHIHI
Example battleline using Rabble 0 MU in front:
____Rb______Rb______
HIHIHIHIHIHIHIHIHIHIHI
Obviously Skirmishers & Rabble can be used to lurk in rough terrain, and also to help extend a battleline, so this kind of tactic only applies to when the skirmishers are out in front.
And a further question about the Rb battleline.
Would this line cost only 1 PIP to move, or does the "group" have to have a straight continuous front? i..e Should it cost 3 PIPS? 1 for each Rabble, and 1 for the main battleline?