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Made in se
Longtime Dakkanaut






Having a few more points of nerve can make more of a difference than it looks at first glance due to the way the nerve tests work.

Since nerve test is rolled on 2D6, the likelyhood of a unit being routed increase dramatically when the results required for example drops from 11 to 7 or eight.

It's also easier to keep one regiment in range of inspring rather than two troops.

If you cause 6 damage to regiment with a nerve of 16 it's not likely to be affected. Instead cause 3 damage each to two troops with a nerve of 12 and they start to be in danger of routing.

Of course as said; in some situations it's actually beneficial for small units to vanish completely in order to open up space for units behind them but it all depends on the specific situation.

This message was edited 3 times. Last update was at 2015/12/29 13:02:57


 
Made in se
Longtime Dakkanaut






 The Shadow wrote:

Very true. And since overrun in KoW is only D6" (iirc), I imagine it's, in some ways, easier to set up counter charges that in WHFB, where overrun is 2D6".

Not only is it shorter, but in KoW you cant overrun into a new combat (apart from when you rout an individual).
 
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