I understand the basic concept involved in maneuvers. I get that every round a character/NPC gets a free maneuver and an action. I also get that you can suffer a stress to perform an extra maneuver. Here is where I have a disconnect:
I've read people talk about the value of disengaging from a foe and how it can be a big deal in combat, but I don't get it. Doesn't it work like this...?
Character #1 goes - Attacks the orc and perform a maneuver to disengage from combat.
Orc #1 goes - Maneuvers back into close combat with the character #1 and attacks.
This is correct, right? So where is the advantage? Even if I stretch it out as follows...
Character #1 goes - Character #1 has already lithely dance into combat on the previous round. His turn arrives in round 2 and he attacks the orc, then uses his maneuver to dance out of range of the orcs return attack (i.e. disengage) and then spends a fatigue to perform ANOTHER maneuver to go from close to medium range. That'll do it, right?
Orc #1 goes - Uses his free maneuver to get into close range, then spends a fatigue (taking the necessary damage if he is a henchman) to get back into close combat with the character #1 and attacks.
Have I missed something? I ask because it seems extremely lackluster on the tactical front. The whole concept of hit and run characters pretty much falls apart here.
Oh, and one last thing (this was going to be a BIG part of my Sunday demo, so I am very interested in the answer): According to the rules, a net has the following rules:
Net DR = none CR = none Range = close Qualities = Entangling Group = thrown
According to the rules, entangling causes the target to lose their free maneuver. However, if they spend a fatigue they can remove the net automatically which isn't very dramatic. Am I correct on that? granted, I can just say they have to make an agility or strength test to escape, but still... it seems like a poor idea in a fight except to slightly slow down the party. Am I correct?