2nd Game of WoE
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- This topic has 5 replies, 3 voices, and was last updated 5 years, 7 months ago by Tim Haslam.
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April 10, 2019 at 8:10 pm #159784Tim HaslamParticipant
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.
April 15, 2019 at 5:57 am #159948AbsoluteZeroParticipantWhat extra run order?
April 15, 2019 at 11:56 am #159966Tim HaslamParticipantI 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.
April 15, 2019 at 4:44 pm #160012Mark LewisParticipantThe retained run order is only for Fast units though.
April 15, 2019 at 8:32 pm #160020Tim HaslamParticipantI will double check, it does make sense, but not sure it says that?
April 16, 2019 at 7:13 pm #160068Tim HaslamParticipantYou were right!
I’m wrong, yet again, it’s only FAST units which retain the run order option.
Thank goodness for that. 😳 -
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