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[OTL] [Brushfire] Rules and Gameplay Thread (i.e. Q&A with Matt and Cyporiean!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fixture of Dakka






Akron, OH

Brushfire Errata is Here.

See the two pictures below. The lancers declare a charge on the shrew hussars. The shrew hussars, according to their special rule, can both stand-and-shoot and flee. We played it that they did stand-and-shoot before the lancers moved, and thus were out of range. Was this correct?


Yes/No.

Hussar Pistols have a range of 15", if a model charges from out side of that range (IE has a charge value higher then 15".. which is pretty much only the Lancers) then the Hussars are out of range for their pistols and cannot fire.

If the charger is within the Hussar's fire range, then the Hussars may fire and then flee before the Charger moves.

The Hedge Knight has a heroic action that allows him to make a unit activate and then charge / etc. Can this only be used on a unit that has not yet activated? If it is used on hamsters who suffer from Northern Berserkers, does it have any effect, or does Northern Berserkers take precedence? For example, this ability could allow a unit to rush and then charge, but hamsters cannot rush, right?


It can be used on any friendly unit.

Northern Berserkers always applies when Hamster Berserkers activate within 5" of another Hamster Berserk UNLESS they are in a squad with Arctos Nevsky.

The Hedge Knight can take shrew hussars in a spearhead formation, but this formation is not listed on the formations page. What does it do?


Errata'ed. They just join him in a squad and gain the bonuses of both Heavy and Light cavalry.

Does a level 4 Hedge Knight have an ARMOR of 7 (5 from heavy army, 2 from shield/barding)? Can he attack with the poleaxe and shield at the same time? Does it seem that higher level heroes do better, as the opposing two level 2 heroes seemed to stand no change against armor 7, and only a large unit would be able to get through all of that armor?


Yes, 7 AR total. IIRC the highest armor amount in the game.
Hedge Knights do not get Shields (Heater/Targe), they do have Barding.

When applying wounds to a unit from shooting attacks, do wounds have to be given to "whole models first", rather than distributing 1 wound to each model? Do wasted wounds not carry over to another model?

If there a wounded model in the squad, it takes additional wounds first. If there is more then one wounded model in a squad (Such as from merging squads), the most wounded one gets additional wounds first.

A Bullet cannot split apart mid air to hit a second target*, so additional DE will not transfer over to an additional model. Only whole attacks transfer over.

*Okay, technically yes, this can happen in the real world in freak circumstances. But not in Brushfire's ruleset.

Does the army that wins the roll-off at the start of the game, deploy ALL their models first, and then the other army deploys? Or do the two sides alternate deploying single models, or units, etc?

Both sides deploy at the same time. If your opponent is going slowly about it you can give them a 1 minute countdown to finish... generally just don't be a dick.

Do Shrew Hussar's "move-shoot-move" allow them to make an ADDITIONAL 8 inch move after shooting, or simply to interrupt their normal movement to shoot, and then finish moving? We played that this was an additional full move, which makes their total movement 16 inches, so I now think this was incorrect (and it was bothering me at the time, I kept mentioning it felt like cheating).


You don't get an additional move, you just get to take a shot during your movement. Since you can still shoot after rushing you could move 8", Shoot, and then move back 8".
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Fixture of Dakka






Akron, OH

Yeah, Matt did the brunt of the writing work.

I'm mostly responsible for the Lancers/Juan, Valkyr/Gotz, and the initial plannings for Zabar.
Made in us
Fixture of Dakka






Akron, OH

Glad that they helped, please let us know if you have any other questions.
Made in us
Fixture of Dakka






Akron, OH

Gymnogyps wrote: When a model ambushes, what happens if the deviation would cause the model end up off the table? What if the model lands somewhere they can't be, such as another model, etc?


Should it end up off the table, the model comes in from that table edge the next turn automatically.

Gymnogyps wrote: Charge is a different phase from movement... so is charge distance affected by terrain, such as forest, like Movement? Or is charge separate and not impacted by restrictions that affect movement?


All forms of movement are effected by terrain that slows movement (Should as the slowing effect from Forest or Water) unless the model has some method to avoid that effect. (Such as Otters/Capybara and the Aquatic rule)
Made in us
Fixture of Dakka






Akron, OH

RiTides wrote:When making the KE roll to come in via ambush, what happens in the event of a tie? We decided to reroll it.


Defender (IE The one who wants the ambusher to NOT be on the table) wins on a tie.

RiTides wrote:We had a lot of unit/squad questions. Models can be activated as a unit if they start within 3" of one another. When shooting at models, can a person only shoot models that are within 3" of each other, or any models that activated together? See picture below.


Range attacks go against a Squad, if it activated as a Squad previous last turn (Or happens to be within 3" of a viable squad mate on Turn 1 without having activated) then attacks will hit that group of models. If two models happen to be near each other, but did not activate as a squad, the one your not targeting at cannot be hit (expect in like 3 rare circumstances, usually templates or Chipmunks)

RiTides wrote:Also when resolving shooting, the defending player gets to choose where to put the wounds, as long as the model is in the same unit and in range, correct? Or do you apply the wounds to the closest model possible?


Wounds go to the most injured model first, and then can be applied where-ever the defender wishes. A Model must be reduced to 0VY before attacks can roll over to another model in its squad (And then must apply to that model's armor).


RiTides wrote:This came up a number of times because the hamsters with Northern Berserks kept getting further apart from one another. Turn 1, I activated them all as a unit, but later there were at least 4 separate groups.


Hamsters aren't the greatest of listeners, unless they are following a living god. Good thing though, once they are more then 5" away they aren't going to go Northern Berserker on you... but you do loose out on the Fear AOE.

RiTides wrote:Is it ever possible to shoot separate enemy models, that are not in a unit together, with a single unit of your own?


Pretty much just Template Attacks atm, and the second shot from a Bow can be against a separate target.

RiTides wrote:Do you have to maximize base contact with as many enemy models in a unit as possible when charging? For example, to the two foxes charging from behind the kiwis in this pic have to touch 4 kiwis? Was it legal for the hedgeknight on the end NOT to activate with the kiwis to perform a stand-and-shoot, and save his activation for later? Do the kiwis lose their activation this turn by standing and shooting?


You can charge whatever models you like. If you have more then one attack, you likely want to get into B2B with as many models as possible to maximize damage to a unit. If Gym put her Foxes in B2B with 2 Hussars, and killed one with a single attack, the second attack could roll over and hit the next Hussar. If a Model activates to make a Charge Reaction, that's their activation.

As long as the Hedge Knight was getting charged, he did not have to activate and make a charge reaction.


RiTides wrote:The two models on the ends with bows had already activated to shoot their bows (they are within 3" of one another) and the center two had not yet activated. My hamster charged the model on the end, which had no choice but to hold, ignoring the two center models. Was this legal?


If the center models were not being affected by the Hamster's Charge, then they could not make a charge reaction.

RiTides wrote:If so (or even if not) when does one determine what models are a squad/unit? Can you activate a squad/unit and them move out of squad/unit formation (such as charging different targets) as hamsters seem to be forced to do with Northern Berserkers (i.e. can you do this voluntarily)?


First phase of an activation is the Squad Phase, if you have a group of models that are within 3" of each other and are the same type and equipment (For units other then Hordes) then they may activate as a Squad (But do not have to). If this group of models activates as a Squad then they must stay within 3" of each other, and are considered a Squad until such a time as they are activated differently.

Hamsters (Without Arctos) that activate as a Squad suffer from Northern Berserker and may end up charging forward on their own.. or attacking a squad mate. They are a special case.

RiTides wrote:This gets especially confusing with the previous pic of the line of kiwis with the hedge knight on the end. We just weren't sure when it was determined what was a squad (start of round, or when they activate?).


A Squad is a Squad until you activate them differently at the beginning of an Activation.

Key thing to remember is that Hamster Berserkers are Special Snowflakes and will almost always do what you don't want them to do (Usually Kill/Fear your own units).
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Akron, OH

RiTides wrote:So if the hedge knight was a squad with the kiwis, they could stand and shoot while he saved his activation for later? Is this true of any model in a squad?


If you have 5 models in a squad that have not activated, and only 2 of them are being charged, then you can choose to activate all 5 and make a charge reaction with all of them, or you can choose to leave the 3 that are not going to be in combat to activate later (and possibly charge the attackers next activation!)


RiTides wrote:The attacks rolling over in combat are only to models in melee range, right? And partial attacks don't carry over- if a model dies from an attack, that's it for that attack.


Additional Whole attacks will roll over to other squad members in both Range and Melee, but in Melee it can only be a model that is Base to Base with you. And Yes, only a Whole Attack regardless if you used a Greatsword (4 DE) to Kill an Otter Ashigaru (1 VY)

RiTides wrote:I forgot all about fear, again! It affects friendly units, too?


Unless it says otherwise, it effects anything on the table for its range.
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Akron, OH

All members of a squad that are going to charge react, have to make the same charge reaction, and you do not have to make a charge reaction.

And normally you would Have to activate your pike guys seperate from your other dudes, as Same Equipment is one of the caveats of Squad Activation. Otter Ashigaru (and Mouse Conscripts) get around this by being a Horde Unit Type.
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Akron, OH

A Squad won't cause Fear to members of its own Squad.
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Akron, OH

Unless they are 'Elite' Unit type (Ex: Sand Guard), or have the 'Immune to Fear' USR (Ex: Chipmunk Weapon Teams) they are subject to Fear.

This message was edited 1 time. Last update was at 2012/07/16 21:44:01


 
Made in us
Fixture of Dakka






Akron, OH

Yes.
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Akron, OH

Gymnogyps wrote: The Hyenas have the Pestilence spell which states "infect a unit with poisonous spores..." We assumed this referred to the army specific trebuchet ammo. What parts of the wording apply when using poisonous spores as a spell as opposed to ammo? We assumed the tactical action roll replaced the deviation, but does the affected squad also leave a cloud behind when they die?


Consider the target model to have suffered a direct hit of the spores, with all of its effects. They'll leave a spore cloud behind when they die.

Gymnogyps wrote: How can the Poisonous spores effect can be removed from a squad or model? We know about the Hyena, but is there any other way?


Only the Hyenas of Zabar know a method of curing the spores poison.

Gymnogyps wrote: Warhog tusks only list damage in the description, no wield or handedness. Can the hogs use their javelins in combat as well as their tusks?


Yes, Tusks + Javelin + Shield Bash

Gymnogyps wrote: Axony question... The Heavy Brigadier has Claws at hLVL1 and Front Gauntlets at hLVL2. At hLVL2, what attacks and with what weapons does the Brigadier use? (It isn't clear if claws get replaced by the gauntlets)


RAI, Gauntlets cover the Claws and take their place
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Akron, OH

Gymnogyps wrote:Wow, OK we will have to have a re-match and use the Warhogs correctly.

Thank you so much for answering these questions! I just have one more follow up...

Cyporiean wrote:
Gymnogyps wrote: Axony question... The Heavy Brigadier has Claws at hLVL1 and Front Gauntlets at hLVL2. At hLVL2, what attacks and with what weapons does the Brigadier use? (It isn't clear if claws get replaced by the gauntlets)


RAI, Gauntlets cover the Claws and take their place

OK, that makes sense, but I'm still not getting it completely... maybe I'm overthinking it (it happens occasionally).

Gauntlets are dual wield, 2 attacks, 2DE. Does he get 2 gauntlets, so 4 attacks at 2DE? Or just the 2 attacks at 2DE?


The term Dual Wield is probably just confusing you, ignore it in this instance.

Front Gauntlets = 2 Attacks at 2 DE.

It should probably be Front Gauntlet x2, or even just Claw Gauntlet x2 (like the BAC)

This message was edited 1 time. Last update was at 2012/07/21 14:29:19


 
Made in us
Fixture of Dakka






Akron, OH

Glad to help
Made in us
Fixture of Dakka






Akron, OH

Yes, all template weapons (that deviate) can possibly misfire so badly they wipe out the user.

This had hilarious results in Beta-Testing the Gopher Engineers... Originally they were Infantry (10 models squads) that ALWAYS threw a 5" template at whatever killed them... So it was very possible to chain explode a unit of them, and most of the countryside.
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Akron, OH

 RiTides wrote:
1. Can a Lvl 5 hero take another level from the chart instead of a Boon with his 5th level? I reaaallllyyy want a hedge knight with 4 bodyguards (2 levels) and able to make a unit rush then charge (3 levels). Otherwise I'll only be able to take 2 bodyguards (1 level) and get a boon.


No, every 5th Hero Level spent on a single hero goes to a boon.

 RiTides wrote:
2. If a unit charges and kills some models, so they are not all in base contact, do they all count as in combat for shooting purposes? Do the unengaged models have the ability to charge into the combat they're already in, but not touching, next turn?


No, unengaged are not 'in melee'. They also don't have to be activated as part of a charge reaction if you like, and they can charge in.
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Akron, OH

 RiTides wrote:
Cyp- But if the unit is shot at, some are in melee and some not. Shots carry over onto the models in melee, but can shots hit the enemy?

I have 10 hamsters charge in, after killing stuff, 2 are now unengaged. Enemy unit activates to shoot at them. Can you do a step by step? Either they're a unit in melee or not, because missed shots could then roll over onto enemies.

Catyr, true


If there are models engaged in Melee (B2B), and you shoot into Melee AND miss, those models take the hits.
If a Squad charges into melee, and all models that were engaged get wiped out leaving no models in B2B then missed shots go off into nothingness.


This message was edited 1 time. Last update was at 2013/02/10 23:28:04


 
Made in us
Fixture of Dakka






Akron, OH

 RiTides wrote:
Okay, so if even one model in my "unit" is still in melee after a charge (i.e. everything does not get wiped out), and my "unit" gets shot at, the enemy models that are in B2B can take hits.


Yes, but just the ones in B2B with that guy.

This message was edited 1 time. Last update was at 2013/02/11 01:10:01


 
Made in us
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Akron, OH

 Casey's Law wrote:
Oooh, I didn't realise I could mix talent trees on the same hero! That could be fun.


Yup, just remember that you can't take a higher rank of an ability without taking the preceding ones.
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Akron, OH

1) Yes
2) Pith Helms got changed to Standard at some point between 1.0-1.2 and the cost just didn't get removed.
3) Yes.
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Fixture of Dakka






Akron, OH

 Casey's Law wrote:
Haha that's awesome. Does anyone know how well the game translates at such huge points levels?


It was designed to be able to go up to high levels, we playtested a couple of times at 500 without any issue.

You're just going to want a bigger table, generally 4x6, deploying on the short sides.
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Akron, OH

 Casey's Law wrote:
Oh that's good! It would definitely be exploited by someone.

Out of interest, what makes the Axons overpowered?


The Regulars are probably the best Rifle-line troop in the game atm, and everyone is scared of Fat Cat.
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Akron, OH

 Alfndrate wrote:
 Casey's Law wrote:
Oh that's good! It would definitely be exploited by someone.

Out of interest, what makes the Axons overpowered?


Fat Cat has a 28 to 32 inch charge on the first turn if I remember correctly... The only thing that would prevent him from shredding you at the beginning of the game is LoS blocking terrain or him going first...


Speed 8, Rushes 16. Heavy Cavlary, so 5" Charge Range. Means that if you deploy 21" from Fat Cat, he can turn one charge you. Considering Deployment zone is 10" from the edge on a 48" table, this is not possible.

He has a Rank 2 Talent that increases Charge by 2", but that still wouldn't make the gap.

He has a boon that gives his first charge 25" (IE: Striking Leap), Total movement Value of 41".

So if you have a HLVL 5 Heavy Brigadier, and choose that boon, you could get a turn 1 charge off.. just like you could with Juan of Brisica.
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Akron, OH

 Alfndrate wrote:
I'm more afraid of Fat Cat than I am of Juan... Badgers give 0 trucks about mice... Pesky British Cats are another thing.


Your Badgers will hit a Cat at WS 2 just as well as they will a Mouse, all you need is 3 Badgers attacking him to take him down... just like Juan.
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Akron, OH

More questions in this thread are always good, but starting a new one detailing your army building would also be good
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Akron, OH

Crossbows and Pistols are both 1HD weapons, a Veiled Assassin can use both in Range Combat.
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Akron, OH

 Casey's Law wrote:
Veiled Assassins can use a pistol and crossbow in one activation!? I'm not sure why that's annoying me.

How come the models don't have those options? Are they out of date?


Every Veiled Assassin miniature comes with a Pistol Hand (Left Hand) and a Crossbow Hand (Right Hand)...

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Akron, OH

If you have the resources, get the the Pistol Upgrade... if things are tight, got for the Dagger/or stay base. Pistol gives you 2 Shots at 15", and a second Melee Weapon via 'Pistoleer'
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Akron, OH

Yes, you have to target a model.

Yes, if you try to counterfire with a Template, you will hit your own model in most cases.

But..

Gotz & his Squad are immune to fire, and can soak his 1DE Flame Cannon attack.. and you're better off doing Counterattack rather then Counterfire.

Gophers can Flee and still throw their dynamite.

and the Trapper has other options to use for Counterfiring.

This message was edited 1 time. Last update was at 2013/02/27 16:52:43


 
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Akron, OH

 WhiteRoo wrote:
Then if a model is capable of some kind of flee and counterfire, it can do that against Tatamata on it's first charge?


Just the Gopher Engineer, who throws Dynamite at what made them Flee.
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Akron, OH

Alf is on the OTLG writing team now, you can generally trust in him.
 
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