Swords and Sorcery: Underworld Gold Getting New Tactical Options
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Underworld Gold has new combat rules that involve distance management, adding both realism and tactical depth. In previous versions only monsters were marked in or out of melee (a + indicated that they were in). Now the same goes for characters. This opened the door to a few extra tactical options.
- Any character can rush to the front.
- Characters in melee can choose to step back.
- Those behind the lines can choose to step in.
- Characters in melee can attempt to shove enemies out of melee.
- Party leader can order the party to press forward. This only uses up the leader's turn and causes both monsters and characters to enter melee.
- Party leader can order the party to fall back. This only uses up the leader's turn and causes both monsters and characters to leave melee.
They each have their advantages and drawbacks. A character that leaves melee avoids exposure from blades, but increases it for those left in. He can no longer use his melee weapon but can now use his ranged weapon (only available out of melee, except for archers). That can be a downside however because bows, crossbows and slings are typically less effective than swords and hammers. Previously, all characters were considered in melee, exposed to the monsters that were as well. Also, these actions use up a battle round for the character.
The first three can affect the order. If there are four characters in melee and the second leaves the pack, he finds himself leaving that second slot and taking the fourth. The third and fourth move up a notch and there are only three left in melee. If a character rushes to the front, all the others fall back a notch, but none leave the melee even if that character comes from behind the lines.