Rules Q&A

Started by Chieftain, 01 February 2015, 10:13:01 PM

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JimLeCat

I have two questions so, in the best traditions of PM's question time, I'll ask the totally trivial one and unimportant one first:-

Prismatic dragons: is each dragon multicoloured, or are they a group of dragons of different colours? I know, it's fantasy, you can do what you want, I'm just curious as to what was the intended meaning...

Next, and more importantly:-

I'm reading the rules on allocation of CPS as meaning that you can allocate as many as you like to a single unit for the same boost, stacking them (i.e. my crappy archers are in range of your commander/magic user/uber troops, so I'm going to put all my CPs this turn on boosting their shooting to try and rout them). Is this correct, or can you only boost a single unit once each turn in each way?

Cheers,
Jim

Chieftain

Quote from: JimLeCat on 02 March 2015, 11:39:39 PM
Prismatic dragons: is each dragon multicoloured, or are they a group of dragons of different colours? I know, it's fantasy, you can do what you want, I'm just curious as to what was the intended meaning...

Its 'do what you like', of course, but the intended reference is to dragons of different colours rather than multi-coloured dragons.

Quote
I'm reading the rules on allocation of CPS as meaning that you can allocate as many as you like to a single unit for the same boost, stacking them (i.e. my crappy archers are in range of your commander/magic user/uber troops, so I'm going to put all my CPs this turn on boosting their shooting to try and rout them). Is this correct, or can you only boost a single unit once each turn in each way?

You can put as many CPs as you like into boosting any single test.  So in your example, yes you could put all your CPs into an archery shot (to try to rout a vital enemy unit).  You can also do this before or after the dice roll.
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JimLeCat

Gotcha and gotcha!

Thanks for the quick answers, but you do you camp out here watching for questions?

Cheers,
Jim

Chieftain

No.   ;)

On the tactical point about your 'CP overload' though, check out the implication of the Inspiration: rally rule and CP cost.
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JimLeCat

I believe you!  ;D

Yes, I noticed that. You can only rally at most 2 morale points, for which you must save 3 or 6 CP 'till almost the end of the turn. And you don't know the effect of any hits on your units until after all the shooting and fighting is done.

So, it's always a choice between gambling on the attack and, to quote a game I played a few years back, 'charging on the ragged edge of disaster', or playing a cautious long game.

Looks like fun!  :D

Cheers,
Jim

Gunhit

Looking at the Marchers Cavalry options they can upgrade to powerful/slow shot to represent crossbows, handguns & longbows. I assume for this option their weapon range doesn't increase?

Adrian

Chieftain

05 March 2015, 11:52:01 PM #26 Last Edit: 05 March 2015, 11:54:21 PM by Chieftain
Quote from: Gunhit on 05 March 2015, 11:12:17 PM
Looking at the Marchers Cavalry options they can upgrade to powerful/slow shot to represent crossbows, handguns & longbows. I assume for this option their weapon range doesn't increase?

Adrian

That's correct.  The range remains unchanged.
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AndyT

In the Undead army list, are the Protection and Regeneration  boosts from the "Summon Fresh Dead" spell permanent or do they last for a fixed period?

Thanks, Andy

Chieftain

Quote from: AndyT on 09 March 2015, 09:58:45 PM
In the Undead army list, are the Protection and Regeneration  boosts from the "Summon Fresh Dead" spell permanent or do they last for a fixed period?

Thanks, Andy


Hi Andy,

As with all ability boosts and special ability boosts from spell casting, the effect lasts until the end of the current phase or turn (as relevant).

The Summon fresh dead boost to Protection and the addition of Regenerate lasts for the current full Protection and Morale phase (phase 6).
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AndyT

Thank you for the very speedy reply. I wasn't sure because the description for other spells say that the effects last just for the turn but I don't think this is mentioned for the Fresh Dead spell.

Many thanks.

cmnash


Hi Chieftain,  I've got a Pendraken Hussite ary, I want to use in Warband. 

Any pointers for how to use the War Wagons in Warband?  :-\

Thank in advance, Colin

Chieftain

10 March 2015, 04:53:10 PM #31 Last Edit: 10 March 2015, 04:57:02 PM by Chieftain
Hi Colin,

That's not been developed yet.

I'd say poor motivation/movement, poor shooting, average combat, high protection, average morale; and special abilities like defensive, formed, slow shot, and resolute.

If armed with crossbows or light artillery, maybe also powerful.

:-\

This sort of thing might be seen in future.

Of course you can always include them in a Dragon Men army as a variant Handgunners unit?
Official Guru of our Warband rules!

cmnash


Thanks Chief;  I suspect that, given my current rate of painting, and that a Hiil Dwarf army has arrived, the future - and your take on war wagons - will have arrived before I need any details  :(

Thanks for replying though,

Colin

Bodvoc

Playing our game of Warband last night we found that most things we were not sure of were easily found in the rules. However a couple of things we couldn't find answers too were...

A red and blue unit are locked in melee frontally. A second blue unit charges the flank of the red unit, in the melee not enough casualties are caused to make any units fall back. In his next turn the Blue player wants his flanking unit to break off to turn to face approaching enemy units. Is he allowed to do so (with a Restricted Move) or is he locked in combat still?

A unit of trolls is rallied from routing, can they regenerate a point of Morale at the end of the same turn that they rallied.The fast play sheet with the sequence of game phases and the description of the regenerate rule seem to indicate that they can?

Otherwise the rest of the game ran smoothly.
'If I throw a six I'll do my happy dance'!

2016 Painting Competition - People's Choice!

Chieftain

11 March 2015, 11:59:42 AM #34 Last Edit: 11 March 2015, 12:05:49 PM by Chieftain
Hi Bodvoc

Quote from: Bodvoc on 11 March 2015, 11:42:19 AM
A red and blue unit are locked in melee frontally. A second blue unit charges the flank of the red unit, in the melee not enough casualties are caused to make any units fall back. In his next turn the Blue player wants his flanking unit to break off to turn to face approaching enemy units. Is he allowed to do so (with a Restricted Move) or is he locked in combat still?

Melee charge move (end of second paragraph)
'All units contacted are immediately locked into melee and cannot voluntarily move until they disengage.  Units may only disengage from melee contact as a result of a combat outcome move (fall back or rout).'

So, no, the Blue player flanking unit cannot voluntarily break off.

QuoteA unit of trolls is rallied from routing, can they regenerate a point of Morale at the end of the same turn that they rallied.The fast play sheet with the sequence of game phases and the description of the regenerate rule seem to indicate that they can?

'Three command points can be spent to rally a unit, and these must be spent during the protection and morale phase at the rally routed units step.  Such command points cannot be spent on a unit that is within 1BW of any enemy units.'

'A unit with regenerate that is not currently routing and did not suffer any morale loss this turn, restores one Morale point at the end of its protection and morale: rally routed units phase (6.5.3. and 6.6.3. in the turn sequence).'

So, the trolls are rallied by 3CP (restores 1 Morale) during the phase, and then at the end of the phase, they regenerate an additional 1 Morale - provided that they did not lose any Morale this turn.

I'd suggest its always best to run down and destroy routed units with a pursuit move (or subsequent contact) if at all possible!   ;)
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Bodvoc

Brilliant, thanks for the quick reply. The flank situation was as we seemed to play right, we wouldn't let him break of. The troll regenerate, we just needed the clarification you just gave us.
Thanks again!
'If I throw a six I'll do my happy dance'!

2016 Painting Competition - People's Choice!

Dunnadd

11 March 2015, 10:24:18 PM #36 Last Edit: 11 March 2015, 10:49:34 PM by Dunnadd
Why do elf archers only have 2D6 shooting, the same as barbarian, dragon men, or orc and goblin, or dwarven archers?  EDIT - AndyT pointed out elves have different unit options and looking it up they can get Powerful for any archers unit

(also seems to be an error on elf guard archers who have shooting of only 1D6? Or is there some reason for that?)

Chieftain

Quote from: Dunnadd on 11 March 2015, 10:24:18 PM
(also seems to be an error on elf guard archers who have shooting of only 1D6? Or is there some reason for that?)

Hi Dunnadd,

Its not an error. 

In the High elf list, the guard archers unit are spearmen backed by ranks of archers.  Therefore they sacrifice some shooting ability (fewer archers) in favour of close combat ability (better melee and protection than normal archers.  They also have optional upgrades not available to archers.

Official Guru of our Warband rules!

Dunnadd

ah right i see - thanks for the explanation

ricardo440

Hi,

We played our first 3 games this weekend. We certainly had fun.

I have a number of questions though that came up. wondering if I could get some clarifications.

1) When a unit falls back. Is it the intention that they are now WITHIN or WITHOUT one BW? i.e. would they need to make only restricted or charge moves?

2) Motivation stat seems more important than any other. your units are useless unless you can put them into a position where they get to do something.
Infact the motivation * the move is the important stat. Is that taken into account with the points? i.e. 2D6 2BW is at least TWICE as good as 2d6 1BW.

3) is there an ultimate restriction on movement? If I blow all my CPs on a unit is it OK I can charge it 10BW? THis may lead to your unit getting isolated, but with a fear causing unit they can hold their own quite nicely.

4) I understand that you can add in as many CPs after a roll is made. Can you add them one at a time? or must they be all at once.

5) We had an odd situation arising. When I used dragon men and cannon - at extreme range it was in my interest to blow all my CPs on a single cannon shot. I didn't have other stuff to spend them on. This made my cannon most effective at really long range. This seemed an odd quirk.
My opponent could save his command points for a protection roll, but he needed them for motivation to try to close the gap.

6) Having said that my opponent was able to avoid my cannon almost all the time by getting out of the firing lane. The Slow Shot I assume I am right in applying it even if the cannon only twists on the spot.

7) When are you allowed to charge a unit in the flank. From the example it seems that you can do it if you have enough movement, no matter your start position.

Cheers