This, out of the three posts, is by far the most expandable, and I am going to treat it like a working document. I have not got all the answers, the game is more advanced than a single post, and if you want me to add something or I have missed bits out, let me know.
Why should you charge? – Defensive stance maths vs low defense.
Should you always charge? You get + 4 TAC. Sound good, right?
The thing is, it allows your opponent to spend a point of momentum to gain defensive stance, making his DEF 1 higher than before. Does that matter? For this, I used a funky calculator, that can be found here.
So, let’s look at Honour charging into Ox.
To remind you, Honour is TAC 6, Ox is DEF 3+, and ARM 1
Is charging better? If she charges, and Ox uses defensive stance, she is TAC 10, against DEF 4+, ARM 1. If not, it is TAC 6 against DEF 3+, ARM 1.
Well, it looks fairly clear cut. Charging means a higher chance of a lots of hits, and as her playbook is the same length she will never cause a wrap without doing so.
So why would she not charge? Well, she probably will, but let’s, for the last time together, look at her playbook.
All her momentous results are low on her playbook. She may choose to attack twice rather than charge, to gain more momentous results, as to get two momentous damaging results on the charge would require 9 hits, which as you can see from above is not likely.
Of course, if all she want to do is beat face, she would probably chose to charge in and do a (hopeful) wrap, 6 damage and 1 momentum.
Why should you charge? – Defensive stance maths vs high defense.
It is a different story versus high defense however.
This time, Honour wants to charge into Mist, who has the ball. He also has a high DEF of 5+, and no ARM at all. She wants to save some influence for other actions, like a potential Quick Time, or a pass, so she wants to make the first hit count. All she wants to do is tackle the ball.
So, it is TAC 6 versus a DEF 5+, or if she charges and Mist chooses defensive stance, it is TAC 10 vs DEF 6+. All she needs is a single hit.
As you can see, she has a greater chance of scoring the single hit on a non charge. If Mist is too far away for a jog and two attacks, she is better off sprinting and attacking than charging.
Of course, all of the above is irrelevant if your opponent has no momentum, or doesn’t want to spend it.
I am not a skilled enough maths person to know at what point high defense means you are better off not charging, so I recommend if you are interested you grab the calculator and have a play with it.
How far should you be from your opponent?
Always make sure you take any potential counter attack into account when doing an attack. Let’s look at a fisherman, such as Shark…
If you attack this guy, and you are not in direct base to base contact with him, you should call Kenny Loggins, ’cause you’re in the Danger Zone.
You strike him one. He counter attacks, and scores two hits with his TAC of 6, then dodges 2″ away. You have influence left for further violence, but it is wasted. Sadness.
How do you avoid this? Well, knowledge of your opponent’s pieces is very important. if you have 2″ reach and they don’t you are fine, as they can’t counter as long as you aren’t in his reach. If you have both have 2″ reach, and they have a double dodge result like Shark here, he can’t dodge out of melee, as he will (just ) still be in range, assuming you are in base to base contact.
If you have 1″ reach, and he has 2″ reach and the playbook above, well, you will have to hope you have a knockdown result on your playbook, as you can’t trigger a counter attack if you are on the ground. If you haven’t got a knock down result, you might have a movement power, like Quick Time or Where Did They Go?, though of course they cost influence to activate.
If you haven’t got any of these things, you had better hope the first hit will count, or have a good plan.
Here is another, similar example…this time with 2″ reach and knockdown.
Similar idea here, Kraken has a very easy to access knockdown on a counter attack. With him, you can’t ignore his counter attack unless you have 3″ reach, and only Mallet from the Mason’s guild has that.
So, your options are to knock Kraken down before he gets to counter attack. Or, have some momentum in the bank, and spend a point to clear conditions and stand up. You can then carry on attacking. Of course, if you have healed yourself or cleared conditions earlier in the turn, you are out of luck.
That is all for now. As said, I intend this to be a working document, so if you have any other ideas, let me know and I will add them.