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Post by khornedog on Mar 25, 2009 11:17:15 GMT -5
I will be there! I will bring good and evil...Brian
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Post by FaithandFire on Mar 26, 2009 7:29:28 GMT -5
We had an unusual situation arise last night in our game. Let me see if I can explain this in a way that makes any sense:
--------------------------------------------------------------------------4
---------------------------------------------3
--------------------------------1----------------------------2
1 represents a unit of WE Wardancers 2 is a unit of Bretonnian Pegasus 3 is a DE unit of Cold One Riders
1 and 2 charge 3.
3 decides to flee (A strange choice, I know, but you had to know the full circumstances of the game to know why that was even an option worth considering.)
3 has to flee directly away from 1 since 1 has a higher unit strength.
3 flees 14 inches, well beyond 1's charge range, and ends up at 4.
However, there are those pesky Pegasus Knights as # 2. They are 12 inches from the original location of the Cold One Knights and the Knights fled 14 inches. Do we add those to get 26 inches and the Cold Ones escaped the 20 inch charge range of the Pegasus? Or since the ending location of the Cold Ones (# 4)is within 20 inches of the Pegasus (at # 1) are the Cold Ones run down?
I could not see where the rule book directly addressed this type of situation.
Brian and Chuck - I think we played the Cold One's charge on the previous player turn incorrectly. Something about how we did that nagged at me and it wasn't until I was driving home that it hit me. They charged the Mounted Peasant Bowmen and ran them down. We treated that as a failed charge and moved the Cold Ones only 7 inches. They should have moved the full 14 and would have hit the WE archers in the woods.
Regardless, it was a great game!
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Post by FaithandFire on Mar 26, 2009 8:02:43 GMT -5
Sir Brian du Faire Havenne, na Baron of Rutvegas, ami le' stunti ("Dwarf Friend"), dismounted and attempted to slap some of the dust from himself with his gloves. It had been a long, hard ride. He had received the urgent message only yesterday. He was to immediately march his command to Desperation Pass and hold it to the last man. His was the only command close enough to even have a chance at making the march in time. "His command", he had to laugh, a harsh and bitter sound it was. He had no command - only a mob of semi-trained boys. In concert with the Dwarf King Antonin of Karak Killington they were raising an army for their mutual defense. His Bretonnians were just beginning their training. Most of his "knights" still wore the white robes and armor that marked them as novices. He had seen the road sign. This small hamlet was the town of Last Resort. A fittingly apt name. Although they had marched through the night, the enemy had already reached the pass ahead. He could see ranks of Witch Elves approaching in the distance along with the snaking heads of at least two war hydra. The bulk of many ogres was obvious as well. Here his boys would meet their Last Resort. A sudden movement in the trees caught his eye. A Wood Elf emerged from seemingly nowhere. "I am Ch'ok of the Wood, Erectile Leader of the Heart Land Legion. We are here to honor the treaties and fight at the side of man." Already his soldiers stared in wonder at the war dancers, archers, and lumbering Treemen emerging from the forests. Perhaps this would not be as bleak a day as he had thought........ Sir Brian du Faire Havenne stood among the wreckage and death. His armor was dented, his cloak bloody and torn. His sword was broken. His shield - he could not remember what had happened to his shield. He could no longer hold back his tears. Standing amid a sea of white armor and livery. White sullied with sweat and dirt, stained with blood and gore. His "knights" most of them still clad in the white armor and robes marking them as mere novices, had fought and died. They had bravely charged time and time again, only to be felled by the giant clubs of Iron Guts, by the stealth blows of DE assassins, and incinerated by the fiery breath of War Hydra. Those precious few who had survived were novices no more. It had been a close thing. A bloody, grim, an desperate fight. No quarter had been asked or given. They had won. They had prevailed. Even now, Ch'ok was organizing the defense of Desperation Pass. The Evil Alliance would be delayed. Either they would have to stop and fight their way through the pass - they would certainly brush aside his depleted command but would lose the time it took to stop, deploy, and fight their way through- or they would have to detour around through the Veil of Tears. Now maybe, just maybe, there would be time for le Bretonnians du New Hampshire, the Wood Elves of New Yorke, the Dwarfs of Karak Bluedong, and (MAYBE EVEN THOSE ELUSIVE HIGH ELVES OF DRU FESS? ) others to reach the Harma - Gheddon line in time. No, there was no shame in these tears, Sir Brian thought, his Knights deserved no less honor. First Turn belonged to them.
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outamimynd
Roughneck
Love me....Hate me....Either way you're thinking of me.
Posts: 188
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Post by outamimynd on Mar 26, 2009 9:09:46 GMT -5
Well Steve, If Conrad has a future in writing 40K novels, you have a secure job in writing Fantasy novels!
Not sure about your first question above (I couldn't find it in the rulebook either).
Your second example I agree with you, the cold ones would have continued and hit the archers. Page 43 says "Pursuers always move their full pursuit distance"
If they had a 15 inch pursuit but there was an enemy 13 inches away they would only move 13. (But still contact the enemy) As in "pursuit into a fresh enemy" on page 45
Brian and Chuck.....Way to hold the line!!! There is a glimmer of hope renewed in the forces of good. Sorry I couldn't be there but my Dragon was receiving a fresh coat of paint.
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Post by khornedog on Mar 26, 2009 15:12:49 GMT -5
I did feel uneasy with the Pegasus Knight overrun. With time to think, I feel like the Cold Ones should hae escaped the PK. 12 inch roll plus a 10 inch difference means 22 inches. Even though the direction moved would keep the CO within the 20 inches of the PK they probably should escape. In reality the PK knights would follow them and turn and not go straight to their ending place... They are no agents of Tzeencth! I apologize to the forces of evil if there were shennanigans.
On the CO over run int the elves from my fleeing yeomen. I thought we measured it and it was found to be out of range just barely of the 14 inches. My eyes were still dialated and I was tired so I could be mistaken. If they were in range than we definitely did something wrong along the way.
All in all I thought the game was fun and there were some intense and funny moments.
The funny thing is Good won the first turn and probably Jeremy's Brets will propbably want to Pray to the lady so Evil wil get the choice of first turn!
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Post by ross on Mar 26, 2009 15:28:43 GMT -5
the answer to the above question is that it is a failed charge for the pegasus guys
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Post by khornedog on Mar 26, 2009 16:20:49 GMT -5
Ross it is a failed charge but remember flyers always fly 20 inches on a failed charge.
By the way I loved your post steve!
I think I found the answer although I am more confused than ever. Under CAUGHT! it says ""the charging unit is moved its full charge distance, straight through the final postion ofthe fleeing unit." (LRB pg 22) So it is possible that I did not catch you with the pursuit roll (you were 10 inches from me and rolled a 16 my charge is 20) yet I have to fly into you Because you fled from the WD). Would you then run again.... my brain hurts;)
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Post by khornedog on Mar 26, 2009 16:27:37 GMT -5
Ah.. the PK didnt actually catch the CO so omit the last post. (except the part about steve of course.) Its still confusing. Sorry guys for the double post.
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Post by FaithandFire on Mar 26, 2009 20:01:46 GMT -5
Which, of course, is why we let the good guys win! Riiiiiight!
It was a fun game - ogres running off the table, the Crone dying and her witches avenging her death, harpies and mounted bowmen fighting for eons....
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lloyd
Youngling
The Dirtball Deacon
Posts: 27
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Post by lloyd on Mar 26, 2009 20:14:42 GMT -5
Sounds like a fantastic game. Sorry I missed it, but work...
And I won't be available this Sunday. I had thought the megabattle was on Saturday and made plans to meet w/ a CPA to go over taxes. It's my first year as a married man w/ a house and all the other crap we've got to deal with, so we don't want to screw up.
Truly sorry to let you all down. Wish I could have been a bigger part of the league, but school/work must take priority. some other time I hope.
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Post by FaithandFire on Mar 27, 2009 7:35:05 GMT -5
LLoyd - No apologies necessary at all. You did not let us down in any way. It was a great to meet you and to have a chance to game with you. Hopefully, you will find occasions to game with us again. I know my dwarfs have been clamoring for just one more chance to take that watchtower. My miners are sure they can do it this time!
We will miss you on Sunday. However, should the Evil Alliance prevail, you do realize that we will have to hunt down the Dirtball Deacon and all his followers and slay every one of them for not showing up! Nothing personal of course!
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Post by hardihar on Mar 27, 2009 10:31:38 GMT -5
would the cold one knights have reached the woodies in the wood? it might have been close especially considering an extra inch for the last bit into the wood.
not sure though.
the cold ones fled from the unit with the highest unit strength the wardancers. the direction of flight means that they can not avoid the pegasus knights movement, unless they roll high enough to cut through to beyond 20 inches or end up in a terrain feature that doesnt allow flight into.
it might be clearer if you moved the pegasus knights to the far side of the unit from the woodelves, but not in the direct line of flight. they have to end up beyond the distance the charging unit will be able to move in its legal charge move while fleeing from the largest unit strength unit.
so they fled from the woodies and the pegasus knights cut them off and munched on them.
either way nasty hard tough bloody game.
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Post by FaithandFire on Mar 27, 2009 10:54:59 GMT -5
The real question is - Why in heck were Cold One Knights fleeing from combat anyway???
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