|We have erred
||[Apr. 7th, 2007|11:45 pm]
The Sound and the Fury....
I've been spending some time with the WHFB rulebook, trying to get up to speed on the new rules. We've been doing a few things that were very correct in previous editions, but no longer so in this:
1. Fleeing units have been greatly simplified. When a unit breaks from combat, they flee DIRECTLY away from the unit that broke them. If they were broken by combat with multiple enemy units, they flee directly away from the one with the greatest unit strength. No more vector of fleeing, anything like that.
They will ignore any terrain (except impassable) and friendly units. If their move would cause them to end inside a friendly unit, continue the move until they are clear of that unit. If their move would cause them to end up coming in contact with impassable terrain or a hostile unit, they are destroyed. Note that if they are somehow forced to flee through one of the enemy units that participated in the combat that broke them, they go through them as though they were friendly. Awful lot like Crossfire in 40k.
On subsequent turns, the unit will move toward the nearest table edge (assuming it doesn't rally).
2. Defended Obstacles now negate all bonuses for the attacker having charged. In the first round of combat, blows are struck in initiative order, lances don't do anything, etc. Also a lot like 40k.
3. Power dice are allocated specifically to wizards. If you have a level 2 wizard and a level 1 wizard, the level 2 gets two dice and the level 1 gets one die. They may not swap or share these dice, though they may draw upon the two "free" dice and any others that may be generated by circumstantial modifiers.
4. Capturing Standards. If a unit breaks from combat, it loses its standard. Remove the Standard Bearer model; the unit no longer may claim the benefit of having a standard. One of the units that broke the fleeing unit may capture that standard (no need to actually pursue and run down the unit). The Standard Bearer model is placed behind the capturing unit as a trophy. Trophies may be recaptured by beating the unit carrying them (no need to make them break), which removes them from enemy hands but does nothing else. At the end of the game, trophy standards add to victory points.
5. Challenges. At the beginning of the close combat phase, the active player has the option of having one character per combat issue a challenge. That challenge can either be answered by an enemy character, or declined (in which case one character must be retired to the rear rank, unable to fight or offer Leadership bonuses). If the active player does not issue challenges, the other player has the option of doing so. If a challenge is fought, the two characters may only attack each other or their monstrous mounts, and the other participants in combat may not take action against them. The only difference is that ALL (unsaved) wounds inflicted on the characters count for combat resolution, up to a maximum of +5. Brutalizing your enemy's leader can be somewhat demoralizing for them.
That's all I've got for now, I'll post more if I find them.