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![[Post New]](/s/i/i.gif) 2013/03/24 20:04:07
Subject: Units fleeing at end of game
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Regular Dakkanaut
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We had a debate at our LGS concerning. Unit that is fleeing at the end of the game. In all previous editions, both Fantasy and 40k, unit that is broken and fleeing when the game ends counts as destroyed for victory point conditions. But from what we can tell in the new rule book a unit has to flee completely off the table to count as destroyed.
Does a unit fleeing but still on the table at the end of the game NOT count as destroyed in the current edition of the rules?
Thanks
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![[Post New]](/s/i/i.gif) 2013/03/24 20:21:22
Subject: Units fleeing at end of game
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Booming Thunderer
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I don't think they do. I'm not a fan of that one.
I was surprised myself when I found out, it has always seemed to be that they count as destroyed for vps in the past but not in 8th.
Play it as a house rule if you're playing with friends.
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![[Post New]](/s/i/i.gif) 2013/03/24 20:26:14
Subject: Units fleeing at end of game
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Decrepit Dakkanaut
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Correct. In vanilla 8th rules, fleeing units do not free up VP on the last turn.
In Europe, on most tournaments, they usually give up 50% of their points cost (which is a much better solution!). Look up ETC rules
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![[Post New]](/s/i/i.gif) 2013/03/25 02:08:14
Subject: Units fleeing at end of game
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Killer Klaivex
Oceanside, CA
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tremere47 wrote:We had a debate at our LGS concerning. Unit that is fleeing at the end of the game. In all previous editions, both Fantasy and 40k, unit that is broken and fleeing when the game ends counts as destroyed for victory point conditions. But from what we can tell in the new rule book a unit has to flee completely off the table to count as destroyed.
Does a unit fleeing but still on the table at the end of the game NOT count as destroyed in the current edition of the rules?
Thanks
They dropped it out of 8th edition, and not be oversight. In an interview with the designers, they said it was intentional to prevent reckless charges at the end of the game.
You've got plenty of time to kill your opponent (his army I mean).
What I think is a problem, and more likely an oversight, is units that fail to rally keep running in the same direction, rather than the nearest table edge. I've seen units flee for 3 turns and have the game end. In previous editions, fleeing to the nearest table edge would put the unit off the table much faster.
-Matt
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![[Post New]](/s/i/i.gif) 2013/03/25 10:27:24
Subject: Units fleeing at end of game
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Bloodthirsty Chaos Knight
Edinburgh, Scotland
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Would units then change direction while fleeing? Or start.by fleeing the edge rather than away from Tue enemy?
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Nite |
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![[Post New]](/s/i/i.gif) 2013/03/25 15:49:57
Subject: Units fleeing at end of game
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Killer Klaivex
Oceanside, CA
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Niteware wrote:Would units then change direction while fleeing? Or start.by fleeing the edge rather than away from Tue enemy?
In current rules, you flee from whoever charged you last, and keep running in that direction if you fail to rally.
In old rules, when you failed to rally, you'd pivot the unit to the nearest table edge and would flee to the edge.
Dangerous terrain checks for fleeing through enemy units aren't nearly dangerous enough. 1:6 guys take wounds? Should be 2:6 or 3:6. Being surrounded and flee should be a lot worse than it is.
But again,it's how rules should be, not how they are.
Currently you keep running in the same direction when you fail to rally and magically pop through enemy units taking nearly no losses if you flee into them.
-Matt
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![[Post New]](/s/i/i.gif) 2013/03/26 06:13:46
Subject: Units fleeing at end of game
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Cosmic Joe
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Maybe but look at it from the perspective of the fleeing soldiers, they have no way of knowing where the magical border that guarantees their safe escape is, so they just flee away from the enemy.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2013/03/26 10:26:50
Subject: Units fleeing at end of game
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Bloodthirsty Chaos Knight
Edinburgh, Scotland
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Potentially they should flee from the nearest enemy every turn. Would be more random and more realistic ( he says, talking about a fantasy battle game...)
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Nite |
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![[Post New]](/s/i/i.gif) 2013/03/26 12:04:33
Subject: Units fleeing at end of game
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Cosmic Joe
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With dragons and demons in it, realistically speaking most people would just call in sick that day
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This message was edited 1 time. Last update was at 2013/03/26 12:05:06
Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2013/03/26 15:19:27
Subject: Units fleeing at end of game
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Killer Klaivex
Oceanside, CA
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HoverBoy wrote:Maybe but look at it from the perspective of the fleeing soldiers, they have no way of knowing where the magical border that guarantees their safe escape is, so they just flee away from the enemy.
If their was a magical boarder that I could cross to save my life, you'd bet I know where it is.
What is it about table edge that is safety/point of no return? Whatever it is, anyone who is running for their life is likely to recognize that threshold.
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![[Post New]](/s/i/i.gif) 2013/03/26 15:35:55
Subject: Units fleeing at end of game
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Decrepit Dakkanaut
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HawaiiMatt wrote: HoverBoy wrote:Maybe but look at it from the perspective of the fleeing soldiers, they have no way of knowing where the magical border that guarantees their safe escape is, so they just flee away from the enemy.
If their was a magical boarder that I could cross to save my life, you'd bet I know where it is
Exalted
Most games I play still use the "fleeing in last turn = 50% VP rule" - it makes for more interesting games as those last turn charges can suddenly turn a game around. I can only recommend using ETC rules with 8th. It makes for a better game
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