2nd Game of WoE

Viewing 6 posts - 1 through 6 (of 6 total)
  • Author
    Posts
  • #159784
    Tim Haslam
    Participant

    Not a long drawn out report I’m afraid.

    Goblins V Knights
    650pts per side.
    A single level 1 wizard per side.

    Things we tried or found out.
    Agreed with others, spears are way too powerful.
    We played that they had one ‘shooting’ use per game. After that just hand to hand use.
    Spells are brilliant, but if you get them off, we had one successful cast in the whole game.
    Big combat units appear a must, so 8/10 infantry spearmen are good.
    The extra ‘run’ order rule that falls out of the rule book on delivery, is a very important rule. It’s a game changer.

    Biggest point, it’s great fun!

    • This topic was modified 5 years, 7 months ago by Tim Haslam.
    #159948
    AbsoluteZero
    Participant

    What extra run order?

    #159966
    Tim Haslam
    Participant

    I cannot remember the exact wording,

    Something along the lines of, being able to keep a run order dice on a unit at the end of turn. BEFOE the start of the next turn you can then execute another order with that unit.
    Including a charge if you want.

    Superb for getting powerful units into space quickly then charge in before opponents get to do anything about it.

    #160012
    Mark Lewis
    Participant

    The retained run order is only for Fast units though.

    #160020
    Tim Haslam
    Participant

    I will double check, it does make sense, but not sure it says that?

    #160068
    Tim Haslam
    Participant

    You were right!
    I’m wrong, yet again, it’s only FAST units which retain the run order option.
    Thank goodness for that. 😳

Viewing 6 posts - 1 through 6 (of 6 total)
  • You must be logged in to reply to this topic.