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Miniatures Adventure => VSF Adventures => In Her Majesty's Name => Topic started by: alastair on June 06, 2013, 07:02:32 AM

Title: IHMN double checking the rules..l
Post by: alastair on June 06, 2013, 07:02:32 AM
Hi all

We're planning our first game in a couple of weeks (delayed in order to give me time to finish building and painting!).

It's meant I've had to re-read the rules properly and there are a couple things I wanted to check out with the IHMN cognoscenti....I suspect the answers are either in the rules or blindingly obvious but I thought I'd better double check. :)

Where a character has eg 10 points of mystical powers, are the specific powers they can choose from pre-decided before the game (which makes sense to me) or does the player get to choose as the game progresses?

In the turn sequence, I'm assuming that player A activates 1 figure, then player B, etc,  rather than activating his whole side?  I'm pretty sure that's what is said in the rules but again thought it better to check!

I'm planning an encounter between Scotland Yard and the Servants of Ra and may also throw in a new squad of the Evil Professor, backed by his bomb wielding henchman and experimental steam automatons as a third element (means I get to play and cause mischief as well as umpiring!)

Thanks in advance for the rules clarifications... I suspect there will be more to follow!!   :D

Alastair
Title: Re: IHMN double checking the rules..l
Post by: cptkremmen on June 06, 2013, 08:31:10 AM
Yes each faction activates 1 person in initiative sequence, then each a 2nd etc.

Rules don't say but sensible interpretation is you pick talents and magic skills before game. Can't learn a magic skill in 30 seconds :)

Title: Re: IHMN double checking the rules..l
Post by: Dewbakuk on June 06, 2013, 08:35:44 AM
Yep, pick powers before the game. You can of course change them between games though.
Title: Re: IHMN double checking the rules..l
Post by: Thorwin on June 06, 2013, 10:01:41 AM
Ah ok the activation was my question ,too. I only played IGOYOUGO games before.
Title: Re: IHMN double checking the rules..l
Post by: alastair on June 06, 2013, 01:58:06 PM
Many thanks chaps...that all makes sense.  No doubt there will other daft questions as the game gets closer!!
Title: Re: IHMN double checking the rules..l
Post by: steharan on June 06, 2013, 02:29:43 PM
Daft is good, after all IHMN is pretty daft  ;)
We'll be playing out first 3 player game next week which should be interesting as we've never done it before - Yank Secret Service interfere in the ongoing investigations of Chief Inspector Johnson of the Yard into the case of the Mummy at Midnight in little Minching.

Should be fun.
Title: Re: IHMN double checking the rules..l
Post by: Lord Astley on June 06, 2013, 06:44:27 PM
In the turn sequence, I'm assuming that player A activates 1 figure, then player B, etc,  rather than activating his whole side?  I'm pretty sure that's what is said in the rules but again thought it better to check!

I have a similar question. I've read the rules, but I am a little confused by the activation sequence. If I am reading it correctly, the turn sequence is as follows:

Player A moves one of his figures
Player B moves one of his figures
Repeat until all figures have moved

Player A shoots with one of his figures
Player B shoots with one of his figures
Repeat until all figures have fired

Player A fights in hand to hand with one of his figures
Player B fights in hand to hand with one of his figures
Repeat until all figures have fought

Is that right? And if so, does a player have to activate his figures for shooting and fighting in the same order that he activated them for movement?

Thanks!
Title: Re: IHMN double checking the rules..l
Post by: steharan on June 06, 2013, 06:58:08 PM
That's pretty much it.  Even better you can add player C, D, E, F & G if you want as models only act when they're activated.  At least that's how i understand the rules and I'm sure Craig will pop by to correct us if we're missing anything.
Title: Re: IHMN double checking the rules..l
Post by: Dewbakuk on June 06, 2013, 09:51:01 PM
I have a similar question. I've read the rules, but I am a little confused by the activation sequence. If I am reading it correctly, the turn sequence is as follows:

Player A moves one of his figures
Player B moves one of his figures
Repeat until all figures have moved

Player A shoots with one of his figures
Player B shoots with one of his figures
Repeat until all figures have fired

Player A fights in hand to hand with one of his figures
Player B fights in hand to hand with one of his figures
Repeat until all figures have fought

Is that right? And if so, does a player have to activate his figures for shooting and fighting in the same order that he activated them for movement?

Thanks!

Yes that is correct. No you don't have to activate them in the same order. It's often a benefit to attack figures that haven't activated yet, if you kill them they don't get to activate :)
Title: Re: IHMN double checking the rules..l
Post by: Lord Astley on June 07, 2013, 12:24:30 AM
Yes that is correct. No you don't have to activate them in the same order. It's often a benefit to attack figures that haven't activated yet, if you kill them they don't get to activate :)

Thanks - it's good to know I was reading the rules right! :)

Now to turn my attention towards modelling - making an Ork killa kan into a Kaiser Wilhelm and start assembling some adventuring companies! Onward and upward!
Title: Re: IHMN double checking the rules..l
Post by: Craig on June 08, 2013, 07:41:02 AM
Popping in...  lol

Yes you have the alternate activation system correct. What I like about it is that with the move of a single figure the entire tactical situation can change. The Jäger marksman makes it to the roof of the building overlooking the objective so I'd better start moving my Bobbies into cover... ack!

The same with shooting and combat. Choose carefully who does what and when.