But you need to remember whether they moved over or under 3".
There's four distinct movement states (didn't move - moved under 3" - moved over 3" - ran) that has to be remembered for each figure on individual basis.
Yes, I'm going senile and thinking hurts my head...
Then we both are going there!
Following the path of most digression (and not verifying math):
Seriously, I am looking at Tarzan, (not many figures, averages seem like other Companies,) and Mexican Revolutionaries (a peon heavy set of combinations is where it may break down for me) where I may have a combination of main character(s):
- 1) El Toro (E. T.) at 64 points and peons becoming [reasonably inexpensive] fanatics [6 + 5 points = 11, 1 in 3 with a Shotgun (16 points) OR pistol (14 points);
2) Isabella Is. at 35 points and same fanatic pointing;
3) E. T. and Is. for 99 points and same fanatic pointing;
4) or 1 to 3 Young Dons, (26, 52, or 78 points) with (No E. T or Is.) down right cheap non-fanatical peons at 6 points with 1 in 3 with a Shotgun (11 points) OR pistol (9 points.)
So, avoiding Mercenaries and one 14 points Rancher (Carbine as "long range support") for now, even with E. T. and Is. together (99 points) you have 151 points o play with with means you can have (assume an average (25, 30, 30, 35, 35 with options) of 30 points for a priest you still have 121 points of "more expensive peons" (going 'high points peons figures' with 2 multiples of (2 x 11 and 1 x 16 = 38) plus 2 more at 11 points and it is only 11 figures with 4 possible 'states of movement' to track each (44 possible chances for an error.) But if you 'go cheaper' with "fanatic melee peons" only it could be as many as 23 figures at E. T. plus Is. plus priest plus 20 peons.
Worse/Best case, 2 (Redundancy versus 'snipers' ending the game early) Young Don leaders, a Priest and a Rancher gives you 154 points of non-fanatic peons with multiples of (2 x 6 plus 1 x 11 = 23) meaning 8 peons and 4 leaders/specialists [12 figures] or - with no Peons with fire arms - 25 peons plus 4 'character'/specialist figures [29!] to track.
Yes the last is pushing the envelope but, depending on the scenario, I think I need a bunch of small rock/bush counters to represent movement for 30 figures.
I think I could use small blend-in slightly style 10/15 mm bases to show Run = bush and 2 small rocks; Move more than 3 inches = bush; move 3" or less = small rocks; no move = no counter but I cannot contemplate tracking circa 30 figures (or potentially more with only one Young Don leader) in a game. YMMV and hopefully should...
Gracias,
Glenn
Who has tons of peons... "Use what you have"
P. S.
I think I would roll dice for leadership combinations (with pre-planned Priest/Farmer/Peon/Rancher combinations - avoiding Mercenaries where possible - figured out.)
This would represent the fragmented organization of the Rebels, the individualistic nature of the leadership, and keep me from having a boring "max-min" plan in mind every game.
D20 roll:
17 through 20 -E. T. and Is. only (20%)
14 - 16 - E. T. only (15%)
12 or 13 - Is. Only (10%)
10 or 11 - E. T. plus 1 Young Don (10%)
8 or 9 - E. T. plus 2 Young Dons (10%)
7 - E. T. plus 3 Young Dons (5%)
6 - Is. plus 1 Young Don [her brother or cousin of course!] (5%)
4 or 5 - Is. plus 2 Young Dons (10%) [brother and cousins!]
2 or 3 - Is. plus 3 Young Dons (10%) [brother and cousins!]
If a 1, roll a D6:
5 or 6 - 3 Young Dons only
2 to 4 - 2 Young Dons only
1 - 1 Young Don only (that is, what a [1 in 6 times (.1666666667) times 1 in 20 (.05) ] .8333333 percent chance?)