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August 22, 2019 at 1:00 am #167278TokhuahParticipant
This question was not answered in the second FAQ or here. How can I get an official clarification?
August 12, 2019 at 3:31 pm #166779August 8, 2019 at 11:04 pm #166591TokhuahParticipantOther games use a similar ruling because units are running into the ranged shot. I believe GW calls it overwatch, though if memory serves, their implementation is you need an unmodified 6 to hit. I can see both sides of the argument and will go with whatever the rules gods say. I am just trying to clean up additional fodder for in-game rules arguments. It will also change the viability of Careless Charge as an option.
August 8, 2019 at 5:13 pm #166577TokhuahParticipantThe FLGS in Oakland closed its doors earlier this year so we are still shopping around for a preferred venue. For now we are mostly playing our tabletop miniatures games at various peoples house and some are going to Games of Berkeley.
August 7, 2019 at 9:51 pm #166506TokhuahParticipantLooks great on initial look. I will check it out in more detail when not at work. Thank you for putting this together.
August 5, 2019 at 4:18 pm #166314TokhuahParticipantA FAQ should be a clean document explaining rules that are unclear to the end user. The document Warlord produced is a failure in this regard.
“Skilled Fighters pg 12 Is Melee score the same as Melee bonus?”
Specifically, what is the Melee score? Rather than answering the core of the question the FAQ includes a confused statement. Who is that suppose to help? Is the person answering the FAQ being intentionally obtuse to be funny?
August 1, 2019 at 4:20 pm #166075TokhuahParticipant#2 is incorrect. Charge is all or nothing for the unit. Read the last paragraph of the Charging section on page 17 of the rule book. “All of your models must be able to move 3″… before getting this bonus.”. If all your models in the unit cannot fulfill the requirement you do not get the bonus.
August 1, 2019 at 4:14 pm #166063TokhuahParticipantI agree with Gordon on both. The first answer is also in the v1 FAQ.
July 28, 2019 at 10:21 am #165790TokhuahParticipantI am in the Bay Area, CA. A few interested. Where are you in CA?
July 4, 2019 at 11:42 pm #164405TokhuahParticipantI decided lend a hand and set up the SPQR page on BGG. It is like a wiki so feel free to spruce it up.
SPQR: Warband Combat in the Ancient World
- This reply was modified 5 years, 4 months ago by Tokhuah.
June 14, 2019 at 3:44 pm #163482TokhuahParticipantYour response makes my day!
One suggestion: Warlord should set up a BoardGameGeek page to possibly generate some additional buzz.
- This reply was modified 5 years, 5 months ago by Tokhuah.
June 14, 2019 at 3:43 pm #163481TokhuahParticipantThank you for the quick response. Warband ancients is going to be awesome!
June 12, 2019 at 3:27 pm #163288TokhuahParticipantThank you for the comments. Your explanation about how this was developed increases my consumer confidence. I also noticed that the number of models and price dropped.
When it comes to ancients I am always going to lobby for Mauryan Empire Indian Army. Looking forward the Greeks in general.
October 2, 2018 at 1:20 am #147815TokhuahParticipantI have a question about the Bounced scenario. How do you resolve the conflict between the scenario indicating that all airplanes on one side start disadvantaged and use of the Radar card?
I would like to see a game/turn order flow chart with more specifics around set-up sequence and play. I am at work so I cannot reference the proper manuals but there is some ambiguity around the order during phases: airplane and cloud/balloon deployment, scenario specifications, and windows for card use. I could create a mock-up but do not want to duplicate work if this is already a thing.
October 2, 2018 at 1:06 am #147813TokhuahParticipantThank you for that last part Andy. I want to initiate a steep turn (with ground reference) to circle this around to the discussion on FB it connects with.
The reason why it is important to remember a Speed Test after a deflection attack is technically a Maneuver Test is that Critical Hits also reduce the number of dice by one (despite what may appear graphically on page 13).
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