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Post by antizombie on Feb 10, 2012 16:31:23 GMT -8
Hey, New to the forums. Just got around to using some of my minis and boy did we have fun! ( coincidentally I write gaming reviews for my own blog and handcannon and will be posting a recommendation on both).
Had a few rules questions though.
1) When someone uses an alternate piece of equipment are there rules for the change? Such as when the Lord of the Knights of the rose uses his two handed sword does he lose the use of his shield? or if he uses his shield die before he activates is he not allowed to switch out the shield to his two handed sword?
2) what is the fumble rule?
3) What is the wording on the blunderbuss for the dragon knights? i assume that if it is within 10 inches of the target it gets +2 damage and otherwise gets +1?
4) also is there a way to know who the mercenaries and ancients will work for before you buy them? For instance i am interested in the hedge knight and medusa for my dragon knights, will they work with them.
5) How many mercenaries may a warband field?
Sorry for all the questions but my friend and i are going to do a 5 week campain/painting challenge and want to get rules settled before we begin. I think we will probably chronicle it on these forums when we get started.
Peace out, AZ
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Saint
Man-At-Arms
Posts: 33
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Post by Saint on Feb 12, 2012 13:56:35 GMT -8
on all the cards it shows what factions can join and those that are mortal enemies. pretty much all the ancients and most mercs can join any team. as for rules with equipment changeds that is a good question and I will bring it up to the game rules mechanic and our in house game testers
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Post by xivilai on Feb 24, 2012 9:43:17 GMT -8
From a game building stand point, I think maybe changing Sir Bailentine to be more like Sir Schaning or Varghoss where you have to chose between one or the other weapon options but not have access to both during a game would be the easy fix.
As far as game playing goes I would see no reason why you couldn't change to your shield if you were not already using that options. I would think that because you were not ready with your shield then the SB would not apply to the attack roll. But when you use your DD you would still get the +1 bonus to your DD roll. If you didn't have a DD roll available then no switching to your shield if its not your current load out.
Not sure about the fumble rule....
The bluderbuss yes that's right.
If you want to know who works for who before you buy them, then you need to find someone that already owns them. For the mercs just buy the 3 starter sets and get the other 2 mercs then you wont be disappointed. They all pretty much work everywhere given a few exceptions. This also covers ancients as if you have all 3 army's you don't have to worry about who they can or cannot work for.
I would say that you could employ as many mercs that are friendly to your faction as the point cost you set allowed. At most you would get maybe 3 mercs in an army. If you wanted more than 2 in an army I would say you should just make an all merc army. This could also change when the rule book comes out but it seems a good way to play for now.
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Post by xivilai on Feb 24, 2012 16:48:51 GMT -8
Fumble rule (my best guess)
With the first game I played today we treated the fumble rule like any other gun failure. This was after I rolled a 1 with Kru'gain using the Fire Spitter Pistol. All other pistols and guns fail so I didn't see why there would be an exception here.
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Saint
Man-At-Arms
Posts: 33
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Post by Saint on Mar 31, 2012 20:44:52 GMT -8
when using the fumble rule for the flyntlocks if you fail or fumble you have to make a roll to see if said weapon blew up and you take damage, so you make a damage roll if the weapon hurts you when it blew up, then that weapeon can no longer be used. if you drop it you just lose a movement to retrieve said weapon
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Saint
Man-At-Arms
Posts: 33
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Post by Saint on Mar 31, 2012 20:46:41 GMT -8
on each player card there is an allied list, there it wil ltell you whom can play with whom and those who are permanent enemies
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Saint
Man-At-Arms
Posts: 33
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Post by Saint on Mar 31, 2012 20:56:16 GMT -8
for switching equipment ie if charachter has two weapons and a shield, it takes 1 action point to switch, now that being said if the palayer chooses to use his defense die if he has defense on his card to either hit or not he can but negates his chance to defend a strike. 2h weapon if the character has defense on his card it can be used to defend as well. the way the system is set up you have 2 basic actions 1 move your base 2 attack. now look at the card it tells you if you move double you have used all actions. its not hard just ask and you'll get an answer much sooner than later, sorry been so busy I have neglected you guys
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