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Made in us
Reeve





Georgia, USA

First of all, please excuse my newbness. I've only read the rules by myself in short bursts as my sons and I play this fun game a few times a week and I'm trying to understand everything a little better and some rules I've just shot from the hip on. Here's a few questions I have:

1. Does each model get only 1 attack, at their choice? ie..Gnarlhorn Satyr has a Horns attack and two open hand Claw attacks. Do I get the 1 attack base and then have to gain fury for each additional attack?

2. Charging- When Charging if my SPD is 7, to make a successful Charge I'd have to be 10" away from my enemy, correct? This allows for full 7" movement distance, plus the 3" needed for a charge. OR, is a Charge successful only when I move more than 3"?

3. I'm not real clear on what happens after a Charge is successful. Do I do an attack roll based on MAT vs DEF? Then if I hit the attack roll, what happens exactly?

Thank you in advance and sorry again for my newbness

Loving the Circle of Orboros 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

1. A model may only make melee or shooting attacks in their activation (unless they have the virtuosso rule). They get free "initial" attacks up to the maximum number of weapons of that type (melee or shooting). These are "initial" attacks. A Gnarlhorn Satyr may make attacks with its claws and its horns for free. It may then gain fury to buy additional attacks after this.

2. You may charge up to 10". SPD7+3. Remember that melee range is 1/2", so you can engage up to 10.5". You have to move at least 3" to get the boosted damage roll though.

3. You are correct. MAT vs DEF first. If successful, then P+S vs ARM.
   
Made in us
Reeve





Georgia, USA

So Keezus, the Satyr gets 3 melee attacks "free". A Feral Warpwolf since it has 2 Claws, gets 2 "free" attacks. A Argus, since it has two heads and has 2 Bites, gets those 2 for "free"...correct?

On the Successful Charge, what does the P stat come from? Like if my Warpwolf charged, where would the Power come from?

Loving the Circle of Orboros 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

 theeldar wrote:
So Keezus, the Satyr gets 3 melee attacks "free". A Feral Warpwolf since it has 2 Claws, gets 2 "free" attacks. A Argus, since it has two heads and has 2 Bites, gets those 2 for "free"...correct?

On the Successful Charge, what does the P stat come from? Like if my Warpwolf charged, where would the Power come from?


There is an P+S box next to each weapon. This indicates the power+strength. P= power, S=strength.
   
Made in us
Reeve





Georgia, USA

Oh yea, I know those weapon boxes, but for a model with multiple weapons, such as say a Titan Gladiator....which weapon would I use?

Loving the Circle of Orboros 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

It shows the P+S for each weapon. For example, say you have a tusk attack (POW2). Strength of 12, P+S will be 14. Claws (POW4), P+S16. It will show on the card.
   
Made in us
Reeve





Georgia, USA

I think we may be confused. Or maybe just me? So after I charge, make a successful attack roll, then I decide what weapon I charged with, or do I make an attack with each available "free" melee weapon? The bonus for charging would be the "Knock down" and free boosted damage roll?

Loving the Circle of Orboros 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

 theeldar wrote:
I think we may be confused. Or maybe just me? So after I charge, make a successful attack roll, then I decide what weapon I charged with, or do I make an attack with each available "free" melee weapon? The bonus for charging would be the "Knock down" and free boosted damage roll?


OK. Here's what happens: You have a Titan Gladiator. The Titan has 3 weapons, thus, 3 inital attacks

Step 1. Charge.
Step 2. Make attack roll
Step 3. Choose weapon you are swinging with (Most likely a fist.) This attack gets a boosted damage roll. This attack can not be further boosted by fury.
Step 4. Make attack/damage roll for second weapon (inital attacks) This attack gets a normal damage roll, unless you use fury to boost it.
Step 5. Make attack/damage roll for third weapon (initial attacks)
Step 6. Buy an extra attack (with weapon of choice) with fury etc.

Titan has FUR4, meaning that you can expend one to charge, make 3 initial attacks, and dish out 3 additional purchased attacks.

Hope this clears things up.

NOTE: *Attacks and Power attacks take the place of your initial attacks. You can still buy extra attacks after if you have enough fury.
edit - Critical effects occur when you roll a double on a successful attack.

This message was edited 1 time. Last update was at 2012/10/26 16:59:50


 
   
Made in us
Battlefield Professional





St.Joseph MO

As above.

Be sure to read through the whole Fury section for warbeasts, it has alot in there to help.

This message was edited 1 time. Last update was at 2012/10/26 17:03:56


-Warmahordes-
Mercenaries


Menoth 
   
Made in us
Reeve





Georgia, USA

Yea I've been slowly trying to piece in new rules for each game. Last game I started adding in Charge but the rules were vague on that to me. Is the model always knocked down on a successful charge?
thanks keezus for your clarity. I feel dumb for not knowing that you can use all your melee weapons instead of just one at a time.
I figure I'll try to add in Throwing and Locking for next game. Any tips for getting these rules better clarified in my head?

Loving the Circle of Orboros 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

No. Models are not knocked down unless otherwise stated. I think you are thinking about SLAMS, which are *attacks and cause knockdown. They also have the same movement restrictions as charges acting at SPD+3 and requiring at least 3" movement. IIRC, SLAM damage is done based on base strength unless otherwise stated.

This message was edited 1 time. Last update was at 2012/10/26 17:16:09


 
   
Made in us
Paingiver







 theeldar wrote:
Is the model always knocked down on a successful charge?

When you charge you have to make the attack roll to hit. Charging alone does not cause knock down, you need some sort of special attack or effect to cause knock down on a charge.
What you may be thinking of is slam or head butt, two power attacks that cause you to give up all your free attacks for one at base str that causes knockdown. For the gladiator, you would get to slam without being forced, but you still have to give up all your free attacks to pull it off, so sometimes it's better to force for one and get three attacks instead. -usually which is best depends on how hard the target is for you to hit.

 theeldar wrote:
Any tips for getting these rules better clarified in my head?

Read the rules over again if you feel your missing something. They mean exactly what they say, but sometimes some of the details for unusual situations end up scattered across several sections. When it all starts coming together everything will begin to click in place.

   
Made in gb
Bane Lord Tartar Sauce





Oxford, Great Britain

 keezus wrote:
 theeldar wrote:
I think we may be confused. Or maybe just me? So after I charge, make a successful attack roll, then I decide what weapon I charged with, or do I make an attack with each available "free" melee weapon? The bonus for charging would be the "Knock down" and free boosted damage roll?


OK. Here's what happens: You have a Titan Gladiator. The Titan has 3 weapons, thus, 3 inital attacks

Step 1. Charge.
Step 2. Make attack roll
Step 3. Choose weapon you are swinging with (Most likely a fist.) This attack gets a boosted damage roll. This attack can not be further boosted by fury.
Step 4. Make attack/damage roll for second weapon (inital attacks) This attack gets a normal damage roll, unless you use fury to boost it.
Step 5. Make attack/damage roll for third weapon (initial attacks)
Step 6. Buy an extra attack (with weapon of choice) with fury etc.

Titan has FUR4, meaning that you can expend one to charge, make 3 initial attacks, and dish out 3 additional purchased attacks.

Hope this clears things up.

NOTE: *Attacks and Power attacks take the place of your initial attacks. You can still buy extra attacks after if you have enough fury.o
edit - Critical effects occur when you roll a double on a successful attack.


I think step 2 and step 3 should be transposed. Choose the weapon before you know if you've hit.
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

@Yastobaal: You are entirely right. Serves me right for dividing into two steps.
   
Made in us
Reeve





Georgia, USA

AH, I was confusing Slam and Charge. This is because I was using a Gnarlhorn Satyr and his special is the Slam attack which allows him to Follow Up then Grand Slam. So a Charge attack is really only good for a free damage boost? Because it seems to me that it doesn't really do much else. Where as Throw allows you to throw a model closer to your allies or into an object for extra damage. Also, collateral damage on Charges make it seem very risky.

Loving the Circle of Orboros 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

on Slams you mean.
   
Made in gb
Bane Lord Tartar Sauce





Oxford, Great Britain

Charges:
Pros:
Additional 3" so the Warbeast can get to the target
First attack has its damage boosted
Get all initial attacks
Cons:
Costs a point of fury
If you miss the first attack you loose the boosted damage.

Tramples:
Pros:
Move over small-based models and then get to attack them
+3" of movement
Cons:
Loose all initial attacks
Potential for free strikes
Costs a point of fury

Slams:
Pros:
Again, +3" of movement.
Target is moved from position
Target is knocked down
Cons:
Damage is based on strength (no weapon's power)
Variable distance of movement for target
Loose initial attacks
Costs a point of fury

Throws:
Pros:
Knock down on target and potentially other models that are hit
Target is moved in a fairly predicable manner
Cons:
No increase to movement of Warbeast
Throw always has to be away from the thrower (no throwing over your own head) so positional issues
Costs a point of fury
Loose initial attacks
Needs at least one open fist

Headbut:
Pros:
Knocks down the target
Cons:
Cost a point of fury
Strength based damage roll
Loose initial attacks
No increase to Warbeast's movement

This message was edited 2 times. Last update was at 2012/10/26 19:33:39


 
   
Made in us
Hellacious Havoc




 theeldar wrote:
AH, I was confusing Slam and Charge. This is because I was using a Gnarlhorn Satyr and his special is the Slam attack which allows him to Follow Up then Grand Slam. So a Charge attack is really only good for a free damage boost? Because it seems to me that it doesn't really do much else. Where as Throw allows you to throw a model closer to your allies or into an object for extra damage. Also, collateral damage on Charges make it seem very risky.


As yastobaal laid out, a charge lets you get to an enemy you would otherwise not be able to reach with a normal move, as well as giving you a boosted damage roll on the first attack. Charges don't inflict collateral damage, either.

Power attacks are one of the most rules-intensive parts of the game, imo. I've been playing for almost 3 years now, and I still go straight to the rulebook whenever I make a power attack, to make sure I don't mess anything up.

 Necroshea wrote:
You - You there, wolf heathen! I long for combat!
Wolf heathen - I accept your challenge, but only on my terms! 250% points for me!
You - Ha! You've activated my trap card! Allied army! Come forth to assist!
Friend - Sup
Wolf Heathen - An equal point match?! This is not acceptable! Tau friend! Form up on me!

And then some guy throws a manta at the table and promptly breaks it in half sending figures and terrain everywhere.
 
   
 
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