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June 18, 2019 at 7:45 pm #163616
Derek Dahmes
ParticipantWow, those do look awesome! Thanks for sharing Tim!
April 17, 2019 at 11:47 pm #160129Derek Dahmes
ParticipantI like the limited Order dice idea Ron. Makes sense and nicely represents the command and control problems with many different units overwhelming the commander’s ability to manage them all.
I must admit though, I can’t imagine having more than 15 units on a side anyway! Hehe. Cheers!April 17, 2019 at 11:38 pm #160128Derek Dahmes
ParticipantYou’re right Zero! Amazing how you can read and reread something and not notice what is right before your eyes! Hehe. Yeah, it specifically states a Wizard CANNOT cast a spell as part of a charge either, so it would kinda go without saying that Wizards also could not cast spells as part of a counter-charge, that being the case.
I think we might actually keep doing it the way we have been though. It’s more cinematic. Plus, I see no reason why a Wizard would not be able to cast a spell as part of a charge or counter-charge when they ARE able to cast a spell after Sprinting! Either that or they shouldn’t be able to cast a spell during a Run move. Archers can’t fire on a Run after all. But, we have a number of other house-rules governing Wizards and Dispels anyway. Will see what the guys think.
April 17, 2019 at 11:15 pm #160127Derek Dahmes
ParticipantI believe the problem here is that the rules as written are not explicit about how an Order ‘activation’ works and how Ambush reactions interact with them, though they sort of imply it. This is how I see it is PROBABLY supposed to work:
When you ACTIVATE a unit you are placing the Order Die next to the unit and then stating specifically what it is doing. If the Unit has been given a Run Order you have to declare if it is Sprinting (if it can) as well as if and whom they are Charging with that Run Order. If you give a unit a Fire Order you are also choosing a target unit as part of the activation. (Typically the same for an Advance Order.)
The Ambush rules state that “Reactions are declared and tests are taken when the opposing unit is activated but before it makes it’s action.” So I take this to mean that when you place an Order die and ‘activate’ a unit your opponent will/should know, at that time, exactly what the activated unit is doing as it’s declared action. A unit or units on Ambush can then react accordingly. I could be wrong about that but I think it makes the most sense. Until we hear the official word, that is how our group is doing things.
Also, in the case of a declared Charge, if the charged unit has an Ambush order and reacts by Charging (a counter-charge basically), we have the charging and counter-charging units meet in between their starting positions. We move the Charging unit 1M toward the reacting unit and then, if contact is not yet made, have the two units meet in the middle of the remaining distance. As stated in the rules, both units count as Charging regardless of where they meet. Just our house rule. Interested to hear other people’s opinions on this.
April 17, 2019 at 9:51 pm #160124Derek Dahmes
ParticipantVery cool Deorc! Thanks for this!
April 5, 2019 at 10:34 am #159393Derek Dahmes
ParticipantThanks for the clarification Richard. Anxiously awaiting the PDF as well as the errata. Will there be an FAQ available as well?
April 5, 2019 at 1:36 am #159364Derek Dahmes
ParticipantHey Carnyx,
Each scenario will specify what causes the game to end AND what determines the winner, which is why there is a separate paragraph for GAME DURATION and VICTORY in each scenario. It will often be a combination of the rules on p. 113 AND specific Scenario Victory Conditions.
In Scenario #1 (Upon the Field of Battle) the standard rules from p. 113 are used for both DURATION and VICTORY conditions.
In Scenario #4 (The Watchtower) the game ends AND the Attacker wins if the tower is destroyed at the end of ANY Turn. If the tower is NOT destroyed then the game ends according to the standard rules from p.113 and the Defender wins.
In Scenario #7 (The Rogue Beast) you use the rules from p.113 to determine the game’s Duration but then use Victory Points to determine the winner.
In the case of your game (Scenario #5): The game’s Duration is determined by the standard rules from p.113, but Victory (or Draw) is determined by the number of buildings looted or destroyed.
Hope that helps!Can a Wizard use a Magic Missile Spell in the Exchange of Missiles when being charged? We will have to wait for an official ruling from Mr. Priestly, forum staff, or someone who spoken with with them on that matter. Our group allows it, but the spell’s casting number goes down by 1 AND the number of hits inflicted (fiery balls) or the strike value (lightning bolt) must be HALVED (rounding down)… for the same reason normal ranged weapon Accuracy is also reduced by 1 during an Exchange of missiles: being charged is rather disconcerting! It would seem other players allow it as well. I have a crawling feeling that you are NOT supposed to be able to do so, but Mr. Priestly has given his moral blessing on people house-ruling whatever they want, so have at!
Happy Gaming!
April 3, 2019 at 12:51 am #158931Derek Dahmes
ParticipantI have been looking for an official Errata/FAQ document. Obviously found none still… and it’s been a month since the last post in this thread. They really do need to release one soon. Hopefully staff will have some news for us soon.
April 3, 2019 at 12:27 am #158930Derek Dahmes
ParticipantAn empire-like list would be cool. I second that! I would also like to see one for the large-wolf and arcane-technologists miniatures from the old line of pre-painted minis for the game that started with confront… 😉
April 3, 2019 at 12:17 am #158929Derek Dahmes
ParticipantI think the Helhorse is it’s own thing, unique. It is not a Warhorse. It just happens to have it’s own attack LIKE a Warhorse. My best guess anyway.
April 2, 2019 at 11:42 pm #158928Derek Dahmes
ParticipantWe allow it for Magic Missiles but the Casting number goes down by 1 and you must HALVE the number of hits the spell inflicts, rounding DOWN, which is a fair penalty we think. On the flip-side, a magic missile cast in an exchange of missiles can only be dispelled by a Wizard who is in or ‘attached’ to the target unit. (Cuz it’s all happening so fast!)
BTW, ‘Attaching’ is also a house rule. 😉
April 2, 2019 at 11:11 pm #158927Derek Dahmes
ParticipantThanks for the battle report Marc! There aren’t many of these out there yet. I like your terrain mat too. Neoprene?
April 2, 2019 at 11:01 pm #158926Derek Dahmes
ParticipantSame, though we mark the center of the combat with a special token indicating spears were thrown. If the unit who threw them wins the combat and still occupies the ground (a model within 1″ of token) then the unit can recover their spears. We have a couple other house rules involving spears, including ones that interact with other house rules. You know how it goes! 😉
April 2, 2019 at 10:51 pm #158925Derek Dahmes
ParticipantHey InSoc, Card looks awesome! But I would humbly suggest that you might want to increase the size of the main stat-lines in the top portion and eliminate the round graphic with the Move, Str, etc… stats. The move stat isn’t really necessary since it is always 5″ unless the Slow or Fast special rule makes it otherwise. Also, the Acc and Ag stats are also frequently used. Maybe just redundant to list some a second time in a larger size. Just my two-cents worth. Card is still cool! (Your Spell Cards are awesome too!) Very much appreciate the efforts of players like yourself creating these resources, so thanks!
April 2, 2019 at 10:30 pm #158924Derek Dahmes
ParticipantI definitely agree. If not a fully-fleshed out system then at least maybe Mr. Priestly’s guidelines and thoughts on the subject, to help extrapolate from existing units.
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