Following up from Matt calling LH out (here
anything-goes/a-challenge-for-ljundhammer-t5419.html?hilit=ljundhammer )
Rules questions
1)Charge range..what is it where is it listed, I read 4 paragraphs on charging (it looks like the most covered area of the rules and yet...) the only measurement I could find was "without measuring how much distance they actually cover" OMG limitless charge range.
We took it to be the same as "at the double", but allowed by shambling, being in terrain etc.
2) Charge order.. charge is a move done before shooting, so if you charge someone you may not shoot at them.. (phase 2) before assault melees are resolved (phase 3) correct..It went counter to how we play games...but I actually really liked that.(and how you couldn't push people to nerve test from shooting then assault)
3)To hit ranged.. I wasn't sure if I was being cheeky..but to hit is capped at at worst needing 6s and halving dice right?? So if I already needed 6s and I moved and they are in cover far away -3 modifier ..its is greater than 6 therefore half the dice and still needing 6s right? (when we started we looked at ranged and LH instantly gave up all his shooty and swapped for assault .. but actually capping stuff at that makes it fairly bell curve reasonable...did we read that right?)
4) Dark surge.. I think I fudged up shambling and I never really cast dark surge.. but as a shooting attack that drives on your own men.. does specific overide general, it says if you come into b2b treat it like a successful charge, so if I am "wavering" (charge is not one of the orders listed as allowable in that state) can I dark surge into combat when ,in effect, pinned.
4b)Cheaty ruleslawyer hypothetical.. "The unit has a ranged attack that can only target friendly Shambling units." it doesn't say target a friendly shambling unit, does this mean I can push more tan one unit ,e.g. I allocate my 8 surge 4 to each...yes this would be overtly going against targeting single units, but it already goes against that by speicifying friendlies as well.. how much is the plurals just my optimism??
Lists
LHs bits of paper-ORKS.
30 axehorde banner musician 195
30 axehorde banner musician 195
20 greataxe regiment banner musician 140
5 morax-45
6 fight wagons with banner and muscian 185 (how hard core are they!!!)
760
Mine Undead
Necromancer-110
Necromancer-110
Revanant cavalry10 muscian banner 185
Baleful catapult 70
20 Skelly bob archers 80
20 Skellys with spears (nice) banner-110
10 Ghouls 45 points
10 basic skellys 45
755.
I won dice off to go first, we played a simple version of the first mission, basically pitched battle 12" in etc.
I sent my horses hooming around a large peice of terrain hoping for a side attack on the advancing orks whilst my stuff opened up suppressive fire with spears up front.. unfortunately.. I didn't read the whole stuff about no modifers on the indirect cannon so it occasionally killed 1 guy and I set it up way too close because I thought it suffered range modifiers.
I forgot inspiring so I lost my 2 small units straight away to rolling 10s for nerve (and forgetting I'd paid more than a 3rd of my points to get rerolls)
I totally missed that I had a universal rule of for every guy I kill I get a guy back (DOHHH!..to be fair I doubt my opponent read his list to see everything he had had crushing strength either)
So with wounded horses I kept battering away at a giant ork squad who ran turn 5..my catapult got hit by 56 attacks due to being artillery and went down.My 20 guys with spears did really well.. but then I made a fall back move 3"s forgetting that charges aren't slowed down by terrain so LH hit them with double attacks (he didn't care about one less on the to hit chart with double).
My necromancers were in the centre of the carnage just casting zap all over the place hoping for some of his elite units to run away.(didn't work).
Crushing Victory to LH we both goofed up a fair bit.. but 750 first game 35 minutes.. fun was had.
Things I love.. I love the ability that 60 attacks can be resolved in a matter of seconds..
I love that although you can dual pincer stuff you can’t super weather down someone with 15 pinning attacks.There is very little intervening in a game turn.
The only complex stuff is unit specials (very very like bloodbowl)
I like that small really fragile squads have disproportionately more attacks/firepower than bigger ones..if I’d mastered inspiring with the small squads I think my made up on spot list would actually be ok..(I’m drooling at the idea of a vast number of skelly troop archers backed up by cannon and necromancers
I don’t see why people would take zombies (weaker skelly bobs with slightly better nerve and a few more attacks, why not take bows?)Ghouls not being shambling and having speed 6 makes them faster than my cavalry.. so I guess on 2nd appearances they have a role too…