Well that’s what cavalry was in Middle Ages, wasn’t it? Strong and hard to avoid. This rule IMO represents that charge can go different direction than directly ahead, but I agree that turn 45 degrees instead of 90 could be better, given that units still do close the gap once they make contact. That could add new layer of tactics, with fast cav gaining “swift” rule or sth that would allow them to gain back 90 degrees turn… something to think about. But it’s still god as it is. You need to have LoS and no obstructions to make the charge stick, and with single turn than straight line move it’s still difficult enough IF sufficient amount of terrain is on the table… which traditionally was a method of dealing with cavalry in the first place - using terrain that they cannot traverse easily.
scottrick, just want you to know that menacing doesn’t speak for all of us. He knows the game, and often gives great advice and insight, but i want to encourage you to hang onto your enthusiasm for the game and your desire to improve it! Not everyone will agree with you, but that’s a lovely thing about OPR: play it your way and find what works best for your table!
I'm trying to dissect the rules to find what works best. What is the value of this rule as opposed to the forward arc charge rules of Warhammer fantasy? Ive found the precharge pivot makes the units have a giant threat range and severely limits strategic movement (due to anything fast can just charge wherever). It's obvious regiments are some rules tacted onto the standard fantasy rules. I think we need updated rules to better support meaningful gameplay.
I think this is a great idea. It will make the games less "gamey" and more strategic for those looking for something a little more "realistic in their fantasy gaming.
Historically speaking, although cavalry were very powerful once they managed to bear down on a flank, rear or retreating enemy, they were very hard to move around in an orderly fashion and would need time to "form up" The same goes for ordered infantry formations.
The beauty of this game is that it's so easily tinkered with to suit your own tastes.
I suppose it depends what you're looking for; a historical simulator or a quick and simple fantasy game.
You may find Niel Thomas' one hour wargames of great interest if you don't mind highly abstract but realistically and historically justified historical rules that can be easily tweaked for a more realistic fantasy battle.