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H. G. Muller wrote on Thu, Sep 21, 2023 07:47 AM UTC in reply to H. G. Muller from Sun Jun 25 05:43 AM:

I am still contemplating this idea of using non-capture rider moves to accelerate bringing the short-range leapers to the battle. I would not like those to have that move available permanently, though; that really would make them into different pieces. Using them as an initial move only also is unsatisfactory; for pieces that start in the back you would then have to create an open path to for allowing them to use the move, which is a bit cumbersome. And for pieces that start immediately behind the Pawns the move comes too early; you want to move the pieces there out of the way quickly, to create create exit paths for pieces in the rear of the setup, but you won't want them to land close to the enemy camp as long as they cannot join other pieces engaged in an attack there.

Perhaps the concept of a 'one-time move' as an alternative for an initial move would be useful here. A piece would be allowed to make such a move only once, but not necessarily the first time that it moves. That would give you the opportunity to first develop the normal way, having the short-range leapers jump out over the Pawns, or first push some Pawns to have them land behind it, creating exits for the pieces on the rear ranks to move out. And once you have 'unpacked' your army, and are ready to launch your attack, you can then quickly transport the short-range leapers to it by the one-time ride.

The one-time rides could be chosen in accordance with the normal move of the piece; i.e. WD would get an mR, FA an mB and N an mNN. There probably should be a visible clue for whether a piece has already used up its one-time move. (E.g. as in Capped Pawns.) I would still like to discourage players from saving this move for tactical benifit late in the game, rather than just transport to the action. Perhaps this can be sufficiently discouraged by only granting forward one-time moves. Then the move would get less useful when the piece already has advanced a lot.

Perhaps all short-range leapers should get a one-time fhmNN move? With four different forward directions the move can always get you very close to where you want to be. You could of course also adapt the rule that a piece loses the move as soon as it enters the enemy half of the board, as well as when it uses it.