These rules allow retreat results as results of normal mêlée, and also make disruption more common. The motivation for doing this is to allow attacking units to force defenders into the Devil´s Marsh, which was an important part of the feel of the old-rules version of Nomad Gods, which is otherwise improved on in every way by the current Oriflam edition.
I haven´t attempted to blend them in with the real rules, as this would take quite a long time.
When selecting casualties in the spirit magic or mêlée step, the selecting player may select units for elimination, retreat or disruption. Units may not be retreated as a result of spirit combat. To select a unit for elimination costs the usual amount (its MgF or CF). To select a unit for retreat costs ¾ of this amount (rounded up). To select a unit for disruption costs ½ of the amount (rounded up). The base CF used is as modified by fortification and terrain, if appropriate.
If ``retreat´´ is chosen, the attacker retreats all affected units 1 hex. Units that do not have a legal retreat path (7.10.5) are destroyed. If some but not all of the retreating units must be eliminated, the owning player decides which units to lose.
Heroes, superheroes, units stacked with a superhero and units in a structure may (at their owner´s option) decline a retreat result. First, the selecting player says for all units whether they are selected for elimination, retreat or disruption. Then units which may decline the result decide whether to do so. If they accept, they are retreated; otherwise, there is no effect.
After a stack has lost units due to retreat, if the stack contains units with MF < 0 which could have been carried during normal movement by any of the units that were retreated, the owner of those units may move them from the stack to accompany the retreated units.
Rule 6.3 should have the words in italics added: If a disrupted unit that is not in a structure can be moved to a hex that is not adjacent to an inactive unit, it must end its movement in such a hex.
Rule 7.10.5.3 should also say, Units cannot be retreated into a hex in violation of the stacking limits.
Rule 7.10.5.5 should have the words in italics added: Heroes cannot be retreated before combat. Superheroes and units stacked with superheroes cannot be retreated before combat. (They may be retreated as a result of an adverse combat result, though even then they may decline.)
These rules have not been playtested, but I´ll be trying them as soon as may be.
This table summarises these costs:
| Unit CF/MgF | Cost to eliminate | Cost to retreat | Cost to disrupt |
|---|---|---|---|
| 1 | 1 | 1 | 1 |
| 2 | 2 | 2 | 1 |
| 3 | 3 | 3 | 2 |
| 4 | 4 | 3 | 2 |
| 5 | 5 | 4 | 3 |
| 6 | 6 | 5 | 3 |
| 7 | 7 | 6 | 4 |
| 8 | 8 | 6 | 4 |
| 9 | 9 | 7 | 5 |
| 10 | 10 | 8 | 5 |
| 11 | 11 | 9 | 6 |
| 12 | 12 | 9 | 6 |
| 13 | 13 | 10 | 7 |
| 14 | 14 | 11 | 7 |
| 15 | 15 | 12 | 8 |
| 16 | 16 | 12 | 8 |
| 17 | 17 | 13 | 9 |
| 18 | 18 | 14 | 9 |
| 19 | 19 | 15 | 10 |
| 20 | 20 | 15 | 10 |
Dragon Pass is by
Robert Corbett and Greg Stafford; Nomad Gods is by Robert Corbett,
Greg Stafford and Stephen Martin. Dragon Pass, Nomad Gods
and ``Issaries, Inc´´ are the trademarks of Issaries, Inc, and are used with their
permission.
Jonathan Coxhead, 19 Aug 1998