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« Reply #41 on: July 29, 2009, 02:57:02 pm » |
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Niko White Re: Random Questions « Reply #1 on: 2009-07-27, 14:10:44 » Reply with quoteQuote Quote from: Hannibal on 2009-07-27, 10:21:15 Final Rushing: Can you Direct Control into a final rush? If yes, this means you could final rush a target that's not the closest? Similarly, can you maneuver and final rush? moving sideways or reforming to face behind you?
You can't direct control into a final rush. But you can sometimes final rush someone who isn't closest; you just give the unit in question a targeted close order. You can't do this if you fall into the "no turning back" rule (can't final rush anyone else if someone's center point is within 1.25" of your front center point.) You also can't do it if you don't have a clear path to the other unit, though in some cases targeting on a different enemy will prevent any final rush at all, if that's the best way to go at the target.
If a final rush is legal, you just pick up your unit and put it center to center (or as close as possible) with the thing it is final rushing. No maneuvering is needed, so you can sometimes get an effective boost in MC this way.
Note you can't final rush anyone who isn't "clearly visible" however. That term is defined exactly in the rulebook, but it includes anyone who isn't in your front arc. (This is true even if you specifically target them; your unit will reform and get as close as possible.)
Quote Units on Hold with Objective: let's say you have a unit on Hold Objective with the objecive being a spot on the table. An enemy unit is between your unit and the objective. Could the unit on Hold final rush the enemy in its way?
No, units on Hold will never final rush. If it were close with an objective, then it would.
Quote Close w/Objective battlefield: Lets say you have a unit on Close Objective, with the objective being a point on the battlefield. The unit is 1" from the objective and moves 3.5". What happens when the unit reaches the objective? Does it stop for the turn or does it move 1" toward the objective then 2.5" towards the nearest enemy? (I was taught the unit stops for a turn once it reaches the objective).
A unit with close on a terrain objective uses it as a waypoint. It will move 1" towards the objective then 2.5" towards the nearest enemy. If it is on Hold, it will stop when it reaches the objective, then get a free reform on the next turn.
Quote Objective Behind a unit: Let's say you have a unit with Range Objective, the objective being a spot on the battlefield. The objective is behind the unit. Can the player opt to have the unit move backwards towards the objective or do you have to turn around?
The unit will about face in most cases, because it will be the fastest way to reach the objective. If you put the objective close enough behind it that it can get to it without about facing, you might get a choice, I'm not 100% sure.
Quote Post combat free attacks: lets say my swordsmen are flanking your bowmen. Your bowmen rout, turning to face their deployment zone. The way they turn makes it so that my swordsmen are still touching the flank of the bowmen. For the free attacks, do my swordsmen count as rear attacking or still flank attacking?
If a unit turns to run and is engaged, it will turn to run away from the unit it is engaged with, regardless of if this is towards its owner's table edge. So the Bowmen will turn away from the Swordsmen.
In a pinch or similar situation where a unit takes a free attack and it somehow isn't against the rear, apply whatever modifiers are appropriate.
Quote Pinching: let's say my swordsmen and spearmen are pinching your crossbowmen (swords on the flank and spears on the front). Next turn, a unit of your battleaxemen flank charge my swordsmen. So who gets the pinching bonus? Everybody? Just the battleaxemen? The battleaxemen & the spearmen? Nobody? (this has to do with the definition of "engaged with exactly one unit" in the pinching section)
Everyone who isn't being pinched themselves and is pinching someone gets the bonus.
Quote Flying: does a flying unit count as the closest unit for enemy units on close? i.e. does an enemy unit on close have to advance on the dragon even though they can never engage it while it flies? Similarly, is the dragon considered the closest unit for ranged attacks?
I think yes for ranged not for melee, but I'd have to double check, this is a good question.
Quote Magic: is magic like a ranged attack, in that you need LOS and have to measure range from your front centerpoint to another unit's centerpoint?
Only if it works like a ranged attack, like the Elementalist. Umenzi spellcasters don't need line of sight.
Quote Command card questions: Certain units either can't have cards played on them (bomb chuka) or require the player to discard a card or two first (Dragon). How do cards played in the command phase work for that?
Specifically, if the Orc player plays the Battle Lust card (which is +1 attack die to everyone). Can the bomb chuka benefit from that?
I believe the 'chucker says command cards have no effect on it; most of them where that might come up do.
Quote Similarly, the Cry Havoc card on Dragon. Can the dragon be giving Havoc points (and an extra attack) without having to ditch command cards first?
You'd have to discard the card.
Quote Also, do command cards played in the Move & Command phase count as 'playing a command card' for a unit? So if I used Cry Havoc and gave a unit +! attack, when it came time to attack could I play another red card on the unit. (Same example could be reached with Orcs with the Battle Lust and a red card).
No, they don't count, unless they say they do, like Orc Frenzy.
Quote In the same vein, Dwarf run cards have a Courage Bonus as well. Let's say I play a blue command card (which doesn't say you can't play another card while this one is in effect). So I get +1 def and +1 Courage (for example). Then when its my turn to attack could I play Rune of Skill? If so, would that mean the Courage increases stack?
Yes, the courage bonus stacks. You can't stack up the attack bonuses obviously, but the courage does.
Quote Ordered Retreat card: can the card be used when you rout from shooting (i.e. you're not engaged). It doesn't say you have to be engaged to use it, but it says the word "engaged" two times in the rules description.
Yes, you can use it in any rout, it won't take any damage if there's no engaged unit.
>>> Hannibal Full Member *** Posts: 143
View Profile Personal Message (Offline) Re: Random Questions « Reply #3 on: Yesterday at 12:43:43 » Reply with quoteQuote Thanks for your replies, Niko! My responses:
Quote You can't direct control into a final rush.
Not trying to be rude, but does it say that somewhere? I've always played this way but when asked about it this weekend, I couldn't produce a spot in the rules where it says that and the person wanted to know. Am I missing it in the rulebook?
Quote No, units on Hold will never final rush.
Yeah, this one was another I couldn't find in the rulebook. (when I said "this was answered on the forum" the counter was "not in the rulebook.") Sorry to be pedantic. Undecided
Quote The unit will about face in most cases, because it will be the fastest way to reach the objective.
Ditto above...
Quote Only if it works like a ranged attack, like the Elementalist. Umenzi spellcasters don't need line of sight.
And neither do healer mages I'm guessing. So where do you measure the range (thinking healer mages)? From front center point to a center point? From any point to point?
Quote I believe the 'chucker says command cards have no effect on it; most of them where that might come up do.
It says "You cannot play Command Cards while the Goblin Bomb-Chucker is attacking." The question comes because Rampage and Frenzy are played during the Move & Comm phase.
Thanks again. Sorry for being so literal, but it's come up a lot this weekend. Report to moderator Logged Niko White Lord of the Steppe Administrator Hero Member ***** Posts: 850
Do Not Betray Your Khan
View Profile Email Personal Message (Offline) Re: Random Questions « Reply #4 on: Yesterday at 13:49:11 » Reply with quoteQuote
I think Rampage and Frenzy just apply to engaged attacks, right? So the bomb chucker is welcome to benefit from them if it is engaged but I think at that point it is a bit late Wink
Preface to "where is it in the rulebook": I agree the rulebook isn't always that clear. I'm about to start a project, in fact, to look at it and revise it to 3.0, which will definitely involve extensive looking at the questions and suggestions here on the forum, so don't feel like you need to apologize for asking "where is it in the rules"; knowing where the rulebook is unclear is a big help Smiley That said, I'll answer as best I can.
In terms of "units on hold will never final rush," it could be clearer, but in the description of orders with a terrain objective (page 10) it says that a unit on close will final rush units in the way. Because it specifically mentions being on close, it is (IMO) pretty clear that if you're on R or H, you won't final rush. (See also the about face issue below.)
In terms of "no final rush from direct control," you're correct, that isn't at all clear in the rulebook. On the other hand, the section on Final Rushes (p 22-23) makes it pretty clear that even if you could, it wouldn't actually matter, because when you final rush, you must engage the facing side (unless the facing side is occupied.) Since units can only become engaged by means of a final rush, even if you could final rush out of direct control, you couldn't go at a different side because that's not how a final rush works Smiley It also wouldn't let a unit on Hold final rush because the Final Rushes section says that you can't final rush unless your standing order is Close. Ditto "no turning back"; because it applies to what is and isn't a legal final rush. Meanwhile, you can already final rush someone who isn't closest for 1 CA; just target them. It is possible that if you are playing with a really "in the rulebook or not in my game" crowd, then you should allow final rush off of direct control, but given all the above it makes literally no functional difference.
The about facing thing: for the rulebook revision, I hope we'll be able to have the section about movement be more clear about exactly how rigid standing orders are, but several places in the rulebook (first page 4, then page 13) that you must move units in accordance with their standing orders. Except for the written exceptions, like indirect path, you don't get choices about this unless you direct control. Because of this, it is pretty clear by implication that if there's a fastest way to achieve your orders, that's what you do. Again, we could be (lots!) clearer about this, but if you think about the flavor (a unit commander trying to do what he's told) or the point of the command system (forcing interesting choices) it is pretty clear that you can't be creatively interpreting your unit's orders. You can't decide not to do a maneuver if it makes the most sense any more than you can decide to force your units to maneuver when it makes no sense (aside, again, from direct control.)
Spells just aren't clear. I'd measure them like a ranged attack (your front center to any center on another unit) but I've flagged this for the rulebook revision.
Well, attack spells are because it says to treat them just like ranged attacks, but healer mages etc. aren't. If someone argues that your way is wrong just point out that it is unclear and you're the judge Tongue (I know it sucks to have to do that though, so I'll make sure to clarify this one.)
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