Started by Chieftain, 01 February 2015, 10:13:01 PM
Quote from: Bodvoc on 11 March 2015, 11:42:19 AMA 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?
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?
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?)
Quote from: ricardo440 on 16 March 2015, 07:17:05 PMHi,We played our first 3 games this weekend. We certainly had fun.
Quote1) 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?
Quote2) 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.
Quote3) 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.
Quote4) 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.
Quote5) 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.
Quote6) 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.
Quote7) 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