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Made in gr
Commanding Orc Boss





Greece

I'll get right to them!

1. The Battering Ram. Is it really just 1 Attack? Is this a typo? Did they mean to write d6 or at least d3? It's not worth weighing down a unit with it just for 1 attack, methinks.

2. Dark Surge questions
a. is it affected by difficult terrain?
b. if a flying unit is Dark Surged, can it Dark Surge over any intervening terrain/units? (if the Surge movement is enough to do so, of course)

3. Rules for charging state that the charging unit must move around any units, friendly or enemy. Interpenetration rules state that when pivoting during any move order (it does not exclude charging) it can interpenetrate any unit. Which takes precedence during a charge order?

4. Unit A charges unit B, which is next to a forest, and moves into contact with it without entering the forest on its charge move. During the subsequent aligning (leader to leader) with unit B however, unit A partially enters the forest. Does it have -1 to Hit this round?

5. Unit A clearly sees unit B's front arc. However it cannot charge directly straight at it because of 2 lone Trolls partially screening unit B (roughly placed in front of unit B's left and right front corners). Can unit A charge? Theoretically it can pivot left, move straight, then pivot right and move straight again, but that would actually bring it into contact with the flank of unit B. The Trolls leave unit A no room to physically come into contact with unit B's front. So can it charge? And how?

Question 5 has come up a couple of times recently. It also goes for any defending unit stuck in a tight space. Unit B might be standing diagonally against a building, unit A clearly sees the front arc yet the building leaves no or very little room for the chargers to move into contact unless they hit unit B's flank.

I think that's all folks. Many thanks.

KoW Ogres/Basileans/Elves
WHFB Orcs & Goblins
WH40k Necrons
Ph'nglui mglw'nafh Cthulhu R'Lyeh wgah'nagl fhtagn

 
   
Made in gb
Smokin' Skorcha Driver





1. I've not seen anything to suggest it is a typo. I've not used the siege rules but have heard that they're a little wonky and need some house ruling.

2. a) no. It's a pure move x" forward and only stops if you hit something impassable. Page 2 of the FAQ. Remember you have to move the full x" forwards, it's not "up to x" forwards".
b) Yes, as long as it has enough movement to clear the target unit and give a 1" gap at the end. Fly just applies to any sort of movement, including regrouping.

3) You may pivot through both friendly and enemy units when charging but your pivot must end clear of the other unit. Page 2 of the FAQ.

4) Yes. The unit moved through the forest during the charge process. Answered by Alessio here.

5) Unit A cannot charge unit B. You must charge the facing that you start in and if you are unable to do so then it's not a valid charge target. Blocking a facing using other units or terrain features is KoWs version of charge blocking and is a very valid tactic. Since KoWs charging rules are so loose, blocking the facing is one of the few ways of blocking a charge. I know some people aren't keen on this and house rule, but I've not seen any house rules which don't either complicate things, lock charging down too much or aren't easily broken. Confirmed by Alessio here.
   
Made in gr
Commanding Orc Boss





Greece

Thank you very much. We'll need those answers tomorrow!

KoW Ogres/Basileans/Elves
WHFB Orcs & Goblins
WH40k Necrons
Ph'nglui mglw'nafh Cthulhu R'Lyeh wgah'nagl fhtagn

 
   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

 Daedleh wrote:

5) Unit A cannot charge unit B. You must charge the facing that you start in and if you are unable to do so then it's not a valid charge target. Blocking a facing using other units or terrain features is KoWs version of charge blocking and is a very valid tactic. Since KoWs charging rules are so loose, blocking the facing is one of the few ways of blocking a charge. I know some people aren't keen on this and house rule, but I've not seen any house rules which don't either complicate things, lock charging down too much or aren't easily broken. Confirmed by Alessio here.


Yeah, it's the whole point of screening units, including historically. I don't understand why some peeps wanna change that part of the rules.

"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in us
Posts with Authority






The siege rules... could have used some playtesting, I'm afraid.

Any playtesting.

There are is an expansion to the siege rules in Ironwatch Issue 1. It makes the rules useable. (Having entire armies that could not do any damage to stone fortifications was... just plain a bad thing. I play dwarfs - we could tear those walls right down, but somebody playing Elves? Or Undead - where the only wall crackers are the wight infantry?)

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
 
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