The rules we missed during game play

The rules we missed during game play

Postby Mike » Mon Nov 16, 2015 1:24 am

A unit that loses a wound is Disrupted
- cannot shoot
- thunderous charge :oops:

A unit going through or ending on terrain when charging becomes hindered
- minus 1 to hit
But they are not hindered if they counter charge :oops:

When charging you cannot go through blocking terrain, friendly and enemy units.
You must take the shortest route to the enemy even if it means you go through woods.
Nimble units cannot run around the wood :oops:

If a unit becomes wavered you can't do anything.
- A wavered unit can declare one of the following move actions Halt, Pivot and move backwards :oops:
It includes Halt as some rules specifically mention that if you can halt you can X.

When shooting.
Not so much missed but we can't get our minds re-trained about cover and that each step in the rules are separate.
- can you see the target ( heights and blocking )
- is it in range
- is it in cover ( shooting over anything or how much of the units facing you can see )
Mike
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Re: The rules we missed during game play

Postby Mike » Thu Nov 19, 2015 2:42 am

Part 2
Indirect within 12 is not the same as totally within as per scenario invade.
I could not have shot at the horde bowmen. :oops: (so that's why I rolled 3 fails)

Missed by many gamers. Page62 full rulebook.
Units shooting from on top of a hill ignore any units equal or lower in height than the hill for cover purposes. :oops:
The unit on the hill does get cover if shot back.

Can I charge a unit. Arc of sight different to LOS
- The enemy must be partially in your units front arc.
- can the unit see them by measuring from leader point to any part of enemy base.
To stop the charge you must be completely out of the front arc and not out of 90 degree arc from the leader point. :oops:
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Re: The rules we missed during game play

Postby Dave » Sat Nov 21, 2015 2:15 am

A double 6 Nerve roll is not an auto rout but rather an auto waver (assuming the combined double 6 and casualty taken figure isn't enough to rout the unit anyway).
The Guard dies but it does not surrender
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Re: The rules we missed during game play

Postby nobby » Sat Nov 21, 2015 3:23 pm

Dave wrote:A double 6 Nerve roll is not an auto rout but rather an auto waver (assuming the combined double 6 and casualty taken figure isn't enough to rout the unit anyway).


Did you play it as an auto rout?
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Re: The rules we missed during game play

Postby Mike » Sat Nov 21, 2015 5:58 pm

nobby wrote:
Dave wrote:A double 6 Nerve roll is not an auto rout but rather an auto waver (assuming the combined double 6 and casualty taken figure isn't enough to rout the unit anyway).


Did you play it as an auto rout?


I have not seen a double six or one yet.
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Re: The rules we missed during game play

Postby Dave » Sat Nov 21, 2015 6:25 pm

It was in mine and Gary's game. I can't be sure that the unit wouldn't have been routed anyway but I just took it straight off when I saw the double six.
The Guard dies but it does not surrender
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Re: The rules we missed during game play

Postby nobby » Tue Nov 24, 2015 11:33 pm

Mike wrote:
nobby wrote:
Dave wrote:A double 6 Nerve roll is not an auto rout but rather an auto waver (assuming the combined double 6 and casualty taken figure isn't enough to rout the unit anyway).


Did you play it as an auto rout?


I have not seen a double six or one yet.


We have rolled them many times :P Then had to reroll due to us having inspiring everywhere haha
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Re: The rules we missed during game play

Postby Dave » Tue Nov 24, 2015 11:53 pm

Rules learnt:

Inspiring doesn't affect wavering.
Wounds suffered from shooting do not disorder a unit.
The Guard dies but it does not surrender
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