LoS - not clear if this is meant to be a corridor the width of the base - or just from any spot on the front edge, to any spot on the enemy base. I played the latter, but does mean you can shoot more easily, but also allows orders to be given more easily.This is a bit unclean. But yes, you were correct. To be precise, you should measure it from the centre point of your front base to the centre point of the closes enemy base edge. This way, players can use a slightly different base sizes.
I assumed Hero's have to be ordered to move/regroup etc?Nope, my fault. When activated, Hero can issue an order to other units (by spending his orders). But you are allowed to move your Hero for free at the beginning or at the end of his activation.
I don't think I had to roll for any charge distances.If you can charge enemy unit that is within your movement range there is no need to for that. The extra dice simply allow your unit to charge on longer distance but with the risk of not reaching the target.
Shooting - vitality loss, do you check for each 1/3 of Vitality lost in a turn? e.g. if you have 6 vitality, and suffer 4 damage do you test once or twice? Also is this always 1/3 of starting vitality, or current?Every time you lose 1/3 of your current Vitality
Fall back moves - if these are blocked what happensThe unit receives one extra Coifusion Point if the falling back unit is Panicked it's destroyed and removed from the game.
Rout moves - if these are blocked what happens?
Also not sure these are really needed as the unit will be removed at the end of the command phase if not rallied.Yes, but if the unit is railed is not "back in action" instantly - if that made sense? The unit panicked run away a bit, but the commander managed to put them all together
TypeYes, that's the typos. Thanks for spotting them
Leader
The unit receives one extra Coifusion Point if the falling back unit is Panicked it's destroyed and removed from the game.OK - that makes sense. I think I was hopeless at regrouping my troops.
Yes, but if the unit is railed is not "back in action" instantly - if that made sense? The unit panicked run away a bit, but the commander managed to put them all together
Hand Weapon - it's just to make clear that the unit can take part in Combat Phase. So in case of artillery, if there is no hand weapon it can't take part in combat and is destroyed if is attacked. (I believe there is an omission in rules, my mistake)Yes I think that needs making explicit - I think the rules say that if Artillery loose combat they are destroyed. But it sounds like they should automatically loose combat.
I hope I addressed your question. I think I will also write a Rules Commentary articles, to put some light on the reason behind some of the rules. For example, the Regiment rules were intended to be used in big battles, like the one you played. Standard size battle is about 50-75pt :D, nothing wrong with 180, just my personal preference.I used the regiment rules, they are very useful, and are good in forcing you to keep like units together. It would be an idea to give an indication of a standard battle size - I did look for this when there was a recommended table size. My choice of battle was arbitrary from putting down figures for one force - and giving me a few different troops to try.
I got a few questions to you if you don't mind answer:
- What was the table size?
- Did you use full measurements or did you half them?
- Did you use Army Cohesion rules[/il]
Once again, big thank you for giving it a try and for the feedback.Glad it was useful :)
10mm looks good - Id assumed this would be small unit skirmish with larger scale figures, but I like the mass battle look and it sounds like the mechanics work well with that. I think I'll give this a bash with my warmaster stuff - mostly historicals but what the hell and itll push me to finish those orcs.
It would be an idea to give an indication of a standard battle size - I did look for this when there was a recommended table size. My choice of battle was arbitrary from putting down figures for one force - and giving me a few different troops to try.
I didn't use Army Cohesion - to be honest this was the one bit of the rules I didn't really understand.
e.g. Crashing enemy unit?
What is the difference between destroyed and fled?
If a friendly unit looses combat and is destroyed , how many ACP are lost, 1, 2 or 3?
If this was a hero do you loose an extra 1 ACP?
A couple of other things:
The rules mention designate a hero as the overall commander - but I can't see where this matters in the rules?
Monsters - it would be good to have at least one example monster on one of the four army lists.
10mm looks good - Id assumed this would be small unit skirmish with larger scale figures, but I like the mass battle look and it sounds like the mechanics work well with that. I think I'll give this a bash with my warmaster stuff - mostly historicals but what the hell and itll push me to finish those orcs.
Monster yes, they are going to be a topic of the upcoming minis series of articles, I just need to finish painting them :D
And last but not least.
Your big games look aweeessoommeee :D
Cheers,
Seb
Those mini's look great. Very similar to Cibo's Little Dudes. Is he your sculptor?
Thanks!
No, the miniatures were sculpted by Adam Gayford if I'm correct. I did not commission the minis myself; I bought the range as it was unreleased and did fit to my game :D.
Cheers,
Seb
The miniatures look great. Always good to have more 10mm fantasy available.
Do you need a proofreader/editor for the Battle Havoc rules? I’m reading through the rules and found some typos and things that could be made clearer if rephrased.