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Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I.e., in Watchtower, if a stupid unit is in the tower, can it leave by failing a stupidity check?

I think the answer is "yes", since under the buildings rules, it says that a unit can only leave a building "voluntarily" in the remaining moves phase.

Since stupidity is involuntary, it seems that they somewhat break the rule, and walk out a number of inches equal to what they roll on a D6 after failing their stupidity test.

Is this right?
   
Made in us
Deadly Tomb Guard



In ur gaem, killin ur doodz.

that's hillarious.

My guess is no, because the movement is involuntary. it's not something you *want* to do.

One could also argue that Frenzied units would not be required to leave a building for the same reason.


Automatically Appended Next Post:
To be honest, though, I think I'll play stupidity that way intentionally, just because it's so hillarious

'oi, grugg, wat we doin ere? Deyz out dere!!!

I 'unno Szott, I fergot! Lezzgo!

This message was edited 1 time. Last update was at 2011/04/21 22:31:20


8th ed Khemri in 8-4-0
Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
Made in us
Longtime Dakkanaut






My post in the "Stupidity + Buildings" thread a few threads down:
----------------------------
Page 127 just has:

A unit that is Frenzied, or is otherwise forced to charge, still cannot do so if it is in a building - it must instead exit the building as close as possible to the enemy instead of charging.


Which shows at least that a compulsory charge can force you out of a building.

Now, the "Me 'Ead 'Urts" section of stupidity says if they fail the Ld check, they stumble d6" forward exactly as if they had failed a charge.

Now, you don't actually declare the charge you fail obviously, but the argument could be made that you'd be forced to exit the building as you are essentially forced to fail a charge.

It's certainly not a clear cut case though.

-----------

Remember that when leaving a building all you ever get to do is get placed outside the building, with the back of your back row 1" from the building itself, as per the Abandoning a Building section. You don't get to move further than that.
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

Dude, RiTides....I totally ninja'd you about 2-3 threads down

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

Remember to follow the Swap Shop Rules and Guidelines! 
   
Made in us
Enigmatic Sorcerer of Chaos





Buena Park, CA

Interesting. It can definitely be argued either way, but I think they would stay in the building. Especially since it says that a unit may ONLY leave the building voluntarily, I doubt that an involuntary movement would break the rule.

As a side note, I think we need to get a 2v2 game in someday, just so we can throw down 2 Troll Armies .
   
Made in us
Killer Klaivex




Oceanside, CA

Which side of a build would a stupid unit leave?
Personally, I like the idea of stupid units wandering out.
Maybe roll a die when stupidity is failed
1) front
2) back
3) left
4) right
5-6) stay in side

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Whoops, sorry Jin

Good to see this isn't clear cut (so that I don't feel like a cheater for keeping them in the building yesterday!). It does seem to me that, if a frenzied unit can accidentally move out of a building, a stupid unit would, too...
   
Made in us
Regular Dakkanaut




HawaiiMatt wrote:Which side of a build would a stupid unit leave?
Personally, I like the idea of stupid units wandering out.
Maybe roll a die when stupidity is failed
1) front
2) back
3) left
4) right
5-6) stay in side

-Matt


I'm going to say "the top."

Or maybe that would just be on a roll of 5 to complete your d6 table.

A stupid unit that attempts to exit a building through the top must roll for stupidity a second time to see if they come to their senses before falling off the building. If the roll is passed they count as being on top of the building and may take no action other than sheepishly reentering the building next turn. Any enemy units within range may make a special stand and shoot response as the stupid unit blunders to the edge and looks over. If the second stupidity roll is failed, roll a scatter die. The unit then "exits" the building in that direction, pushing back any unit it touches and inflicting a number of impact hits equal to the number of models in the falling unit. The strength of these impact hits is equal to the toughness of the falling models. Each model in the falling unit then takes a hit at a strength equal to twice the number of floors the building has.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

That is a good question... I was thinking it'd be from the opposite side that they entered, but that doesn't really make sense either.

Having to make up rules to solve a rules dilemma? Ugh

If you can't determine what side of the building they should leave from, maybe they don't really leave it after all?
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Yeah, usually in a situation like this, I guess you'd just go with the route that requires you to make up the *least* number of rules. For what it's worth, the failed check will still be keeping them from exiting voluntarily, casting spells, shooting, etc...

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in gb
Decrepit Dakkanaut




Perhaps theyre so stupid that turn they cant even find the door / window in order to stumble out?
   
Made in us
Regular Dakkanaut




nosferatu1001 wrote:Perhaps theyre so stupid that turn they cant even find the door / window in order to stumble out?


That would be the 6 roll- Stays inside
   
Made in us
Fixture of Dakka






Lancaster PA

If you wanted a simple rule that allowed for stumbling out, you could say if they rolled high enough on a d6 to get out of the building and 1" away without having moved greater than the d6 roll, they leave. Otherwise they stay.

So if trolls have a ~2" base, and there are 3 of them, they need to roll a 3 or more to stumble out. If there are like 10 of them and so need probably 2 ranks to keep the flanks from being far away they probably need a 5 or more.

Not terribly simple, but one rule


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

But which direction do they exit? Or are you using the table Hawaiimatt put together? That's at least one more rule...

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Fixture of Dakka






Lancaster PA

Well, out of the building they stumble "forward" right? So scatter die I suppose. Hadn't thought of that.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
 
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