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![[Post New]](/s/i/i.gif) 2015/07/19 00:06:20
Subject: Fighting in terrain
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Irked Blood Angel Scout with Combat Knife
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So after playing the new Watchtower mission from the hard back book, we encountered a problem. In the mission you are required to have one player defend the watchtower, and the other to invade it. I was at the top of a tower with my unit while he attempted to get me out. There is a rule he can use to get me out, but it was next to impossible because I was undead and involved using bravery. So he was going to charge me....but wait, I've filled up the top rampart with guys, he can't fit, he only had one unit that could hit me because it was so tall. There are no rules governing how combat works in buildings, except the scenery ruleset mentions you can charge of you can fit. So since he had no shooting, it was impossible to get me out. We ended up house ruling that you could charge the building and have ten models fight, and ten fight back, like eighth. What do you guys think is the best way to handle this?
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![[Post New]](/s/i/i.gif) 2015/08/04 07:47:32
Subject: Fighting in terrain
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Fresh-Faced New User
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As stated in the "garrison rules" of the Watchtower warscroll.
"A unit garrisoning a building can attack
and be attacked as normal, except that the
range and visibility for the models in the
building is measured from the building
model. The garrison counts as being in
cover if it is attacked"
This means you can simply run up within melee range of the building and be able to attack the garrisoned unit. Even on the battlements they are considered part of the garrison.
Mechanics wise, it works out alright. Fluff wise I find it pretty boring. I rather just make up some rules about kicking down doors or torching things.
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![[Post New]](/s/i/i.gif) 2015/08/04 17:07:43
Subject: Re:Fighting in terrain
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Hunter with Harpoon Laucher
Castle Clarkenstein
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As stated, there are all the rules you need for the situation. Charge the building, fight.
Reading is Fundamental  There is actually quite a lot in those 4 pages.
I think the scenery rules are just perfect. For decades I've played warhammer games where we set up tables with next to no scenery because it was next to impossible to play with it do to one rule or another. 3rd addition was brutal. Units moved 2" a turn in woods, they were deathtraps. Houses in later additions were impossible to fight in.
Our last game we put down 13 buildings, 4 forests, and handfulls of walls, wells, hedges and other cool bits and made a fantastic looking table. And the game played fine.
I loved the scenery aspect in mordheim. Getting some of that back in AoS
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....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
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![[Post New]](/s/i/i.gif) 2015/08/04 19:19:12
Subject: Re:Fighting in terrain
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Been Around the Block
Upper Dublin, PA, USA
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mikhaila wrote:As stated, there are all the rules you need for the situation. Charge the building, fight.
Reading is Fundamental  There is actually quite a lot in those 4 pages.
I think the scenery rules are just perfect. For decades I've played warhammer games where we set up tables with next to no scenery because it was next to impossible to play with it do to one rule or another. 3rd addition was brutal. Units moved 2" a turn in woods, they were deathtraps. Houses in later additions were impossible to fight in.
Our last game we put down 13 buildings, 4 forests, and handfulls of walls, wells, hedges and other cool bits and made a fantastic looking table. And the game played fine.
I loved the scenery aspect in mordheim. Getting some of that back in AoS
Well said.
People can complain that the rules are so simplified that they remove all the flavor. But any time you add more detail there's a price to pay. And that price was people just didn't use buildings or terrain.
While not as satisfying in some respects having to actually roll a dice to kick in a door, or measuring how many models can attack models in the battlements. your imagination can fill in those details.
And if you think that giving a unit garrisoning the building only being in cover doesn't adequately reflect the advantage they'd have, it's a simple matter to increase the save. That's much better than layering on more rules.
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This message was edited 1 time. Last update was at 2015/08/04 19:19:52
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![[Post New]](/s/i/i.gif) 2015/08/08 06:43:40
Subject: Re:Fighting in terrain
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Irked Blood Angel Scout with Combat Knife
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mikhaila wrote:As stated, there are all the rules you need for the situation. Charge the building, fight.
Reading is Fundamental  There is actually quite a lot in those 4 pages.
I think the scenery rules are just perfect. For decades I've played warhammer games where we set up tables with next to no scenery because it was next to impossible to play with it do to one rule or another. 3rd addition was brutal. Units moved 2" a turn in woods, they were deathtraps. Houses in later additions were impossible to fight in.
Our last game we put down 13 buildings, 4 forests, and handfulls of walls, wells, hedges and other cool bits and made a fantastic looking table. And the game played fine.
I loved the scenery aspect in mordheim. Getting some of that back in AoS
Yes, reading is fundamental. Not sure why a snide remark was needed there. Anyhow, the other poster who pointed out the building rules has it right i think. We played it again usung that set and it made alot of sense and worked fluidly. As the biggest (and 1 of only 2) advocate for Age of Sigmar in my store, imagination is crucial to making the most out of this game. In my opinion of course, that being said we hit a road block when playing the watchtower due to the Charge, Fight you gave. Trying not to jump to the defensive here, but I read the rules. Thoroughly. And repeatedly. Yes I could assume that charge the building could mean just charge it and fight it, but we also considered that it could mean charging inside the building and duking it out. When we found scenery rules in the terrain compendium it made alot more sense, however we didnt think to look there, as the main ruleset and the scenario probably should have covered it in theory. Either way, compromise finished that game to an epic conclusion. Thanks to the other poster who pointed out the building rules in the scenery compendium, we found it awhile after i posted the thread and it was very helpful. Well back to painting realmgates!
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