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Nah those terms are old and I think they'd be unlikely to do Order Dice specific to a game that they aren't going to release many minis for.
The movement is very similar to Gates of Antares, but I do not teach you anything there. Where it gets a little different it's the effect of some special rules such as Fast, Slow and several other rules that prevents sprints or reduce its efficiency. We also have rules such as zombie that have some limiting applications on the unit's displacement and spectral undead that completely ignores difficult terrain and obstacles.However, what is out of the ordinary is the rule that allows units to fly. These units are incredibly powerful thanks to this rule and cost a lot of points even for a simple harpy. One reason is that you can not charge a flying unit if your unit does not fly to. There is still a lot to say, but I can not sell everything before the book is released.
We are 14 days from the fateful date!And today I'm talking about the hand to hand which is split in two stages.During the charge there is the missile exchange which represents the troop that uses shooting weapons at the approach of the enemy, followed by hand-to-hand combat itself.If you know Gates of Antares, there is no secret for you.What will have the most impact is obviously the weapons, some can serve in both phases, some can serve in the exchange of missiles only if you are charged by your enemy and I would like to mention that all the weapons will adapt better to some strategies than others, but none is inferior.It is possible to have a "second round" of close combat, but at that moment there is no more missile exchange.The loser of the fight will then have to carry out a morale test to avoid being routed.A beautiful mechanic of the game, allows a unit to make a rally order to try and rally friendly routed units nearby.In conclusion, melee is an effective and simple mechanic, but you will have a lot of decision and subtlety so that each melee will be crucial.
12 days before the big day! Let's talk about monsters.There is a bit of everything, the book is very large with almost 250 pages and unfortunately, Rick Priestley said himself that there was not enough space to put everything he wanted .So I can tell you that Rick is already planning 3 more armies and if we all get together to make Warlords of Erehwon a great success, we will certainly get a lot more!As far as monsters are concerned, I must first of all tell you that most of them have 3 distinct costs depending on their loyalty to your Warband. There is the cheapest that is "Wild", you can lose control during the game. There are also monsters who are "Bond", they have the opportunity to abandon you during the battle if you are unlucky. Finally, there are the monsters who are "allies", you will pay more, but they will be more reliable. That said, they are not trained troops and monsters never take advantage of the command abilities of your heroes and commanders.In the list you will find the most expensive creature of the game, the dragon, allied for 440 points, a truly monstrous beast with a resistance of 15.You will also find an WILD ogre for only 28 points.There's also; BASILISK, COCKATRICE, CHIMERA, CYCLOPS, GHOULS, GIANT, GIANT RATS, GIANT SCORPIONS, GIANT SPIDERS, GIGANTIC SPIDERS, GOLEM, GRIFFIN, HIPPOGRIFF, HYDRA, MANTICORE, SWARMS, WYVERN, GIANT TREEMAN. TREEMAN/DRYADS, TROLLS, CAVE BEAR, BRONTOSAUR, TYRANNOSAUR and HORNED DINOSAURE.
I'm partial to the Crocodile Games Amazons meself.
11 days ...Today, I'm talking about orders. You have the same 6 orders that you will find on all the dice of this type at Warlord Games.Advance, which allows you to move 1x of your standard movement and make use of a shooting weapon.Run, which allows you to move 2x your standard move. You can also sprint with this order, but you must pass an agility test or have a pin. It is under this order that the charge is possible.Fire, which allows you to make use of your shooting weapons with a bonus for the time your troops spend aiming.Rally, which allows your troops to reorganize themselves by decreasing the number of pin that afflicts them.Down, for those who want to enjoy a little longer their cover.Ambush, which allows you, if you pass an initiative test, to interrupt your opponent and react to what he was trying to do. You can choose any action for your reacting units. Yes you can have a fight where both sides have charged.This is where models with the Hero special rule come into play by sharing their high initiative value..