
Pinned Rules: Short Question - Short Answer (2nd Edition, 2020-2023)
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Panic is done immediately after failing the break test before rolling flees and pursuits I believe."It never ceases to amaze me that every single army is hit the worst."
My OnG painting blog
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Adam wrote:
BrOti wrote:
BrOti wrote:
One question from me as your resident "dont need to learn panic because undead" snob
I recently had a situation in which one of my units broke from combat. My opponent pursued. one of his pursuing units got in contact with a nearby units of mine (so he charged from a pursuit move).
question: When is the panic test done? My secondary Unit was close enough to be panicked by the breaking of combat. Is the Panic Test done immediately when the Discipline check is failed or after flee and pursuit moves are done?
Question 2 (Untrelated): A random move that results in a charge is a charge into the facing according to the positions BEFORE the pivot at the beginning of the move, right? I had a situation in which my steam tank was in the rear of the target before the pivot, but after facing the target, he would have been in the flank
Panic teste wrote:
A Panic Test is a Discipline Test that a unit has to takeimmediately after any of the following situations arise:
• A friendly unit is destroyed within 6″ of the unit (including Fleeing off the board).
• A friendly unit Breaks from Combat within 6″ of theunit.
Pursuits and Overruns wrote:
15.H Pursuits and OverrunsImmediately before rolling Flee Distances , each unitthat is in base contact with the Broken unit(s) may declare a Pursuit of a single Broken unit (each Pursuingunit may choose any eligible enemy unit to Pursue).Determine the direction of the Flee Move as follows:
Simultaneous effects wrote:
2.A.c Simultaneous EffectsWhenever two or more effects occur at the same time,resolve effects controlled by the Active Player first. Ifthere is a choice involved (such as abilities that may ormay not be activated), the Active Player must declarethe use of their abilities before the Reactive Player. Eachplayer is free to decide in which order they resolve theirown simultaneous abilities. Once both players have declared the use and order of their abilities, resolve theireffects, starting with those of the Active Player
7Calculate which side wins the Round of Combat.Losers roll Break Tests
8Roll Panic Tests for units within 6″ of friendlyBroken units
9 Decide to Restrain or to Pursue
10 Roll Flee Distances
11 Roll Pursuit Distances
12 Move Fleeing units
13 Move Pursuing units
14 Post-Combat Pivots and Post-Combat Reforms
15 Combat Reforms -
7Calculate which side wins the Round of Combat.Losers roll Break Tests
8Roll Panic Tests for units within 6″ of friendlyBroken units
9 Decide to Restrain or to Pursue
10 Roll Flee Distances
11 Roll Pursuit Distances
- "a panic test belongs to the player that caused the breaking unit to break, so he decides the order"
- "a panic test belongs to the player of the breaking unit since his unit causes the panic"
I dont find the simultaneous effects bit useful in this situation -
BrOti wrote:
7Calculate which side wins the Round of Combat.Losers roll Break Tests
8Roll Panic Tests for units within 6″ of friendlyBroken units
9 Decide to Restrain or to Pursue
10 Roll Flee Distances
11 Roll Pursuit Distances
- "a panic test belongs to the player of the breaking unit since his unit causes the panic"
I dont find the simultaneous effects bit useful in this situation
One rule states to take the panic test "immediately after (...) A friendly unit Breaks from Combat within 6″ of the unit".
The other rule states to declare pursuit "Immediately before rolling Flee Distances" - so it does not say "immediately [comma] before rolling Flee Distances", but "right before rolling Flee Distances".
So, as also specified in the round of combat sequence correctly quoted above, you do [Break Test -> Panic Test] and then [declare pursuit -> roll Flee Distances]. -
BrOti wrote:
Question 2 (Untrelated): A random move that results in a charge is a charge into the facing according to the positions BEFORE the pivot at the beginning of the move, right?
Also have a look at the FAQ on page 35 c) (this FAQ is about pursuits, but random movement used the same rules). -
Can someone explain how the nippon hereditary spell works?
I have 2 interpretations:
One says, you can either increase 2 attributes if you are a single model or you can increase 1 attribute each if you are a multipart model.
The other says, you can always only increase one attribute on each model part, but if you have only one model part, you can increase only one attribute.
I asked several players in our group and each one agrees it is written very complicated.
And everyone has issues to read the correct meaning out of this spell. -
Exalted Champion wrote:
Can someone explain how the nippon hereditary spell works?
I have 2 interpretations:
One says, you can either increase 2 attributes if you are a single model or you can increase 1 attribute each if you are a multipart model.
The other says, you can always only increase one attribute on each model part, but if you have only one model part, you can increase only one attribute.
I asked several players in our group and each one agrees it is written very complicated.
And everyone has issues to read the correct meaning out of this spell.
My gallery: Adam painting stuff (HE, VC, OK and lots of terrain)
My battle reports: Adam Battle reports
ETC Team Poland 2022 VC player -
question regarding Frenzy,
If a frenzy unit, is triggered at the start of the turn (by an enemy unit in the front arc and within 7"+advance rate) but cannot actually complete the charge, is the unit required to declare (and fail) the charge anyways? for example if the frenzy unit is blocked by impassable terrain or a friendly unit, so it can see the 'triggering' enemy unit, but there is no way from a movement stand point, that a charge (or ANY charge) is actually possible.
so like:
A unit of flagellants in directly behind a friendly unit of irregular state militia (in skirmish formation). An enemy unit is placed in front of the militia. Do the flagellants need to declare a charge?! Even though they cannot get through the militia to complete the charge. -
nomrakram wrote:
question regarding Frenzy,
If a frenzy unit, is triggered at the start of the turn (by an enemy unit in the front arc and within 7"+advance rate) but cannot actually complete the charge, is the unit required to declare (and fail) the charge anyways? for example if the frenzy unit is blocked by impassable terrain or a friendly unit, so it can see the 'triggering' enemy unit, but there is no way from a movement stand point, that a charge (or ANY charge) is actually possible.
so like:
A unit of flagellants in directly behind a friendly unit of irregular state militia (in skirmish formation). An enemy unit is placed in front of the militia. Do the flagellants need to declare a charge?! Even though they cannot get through the militia to complete the charge.
My gallery: Adam painting stuff (HE, VC, OK and lots of terrain)
My battle reports: Adam Battle reports
ETC Team Poland 2022 VC player -
Conversely if a unit couldn’t change due to a friendly unit in the way, it still has to take a frenzy test, because if the friendly unit changes out the way it may be required to change too."It never ceases to amaze me that every single army is hit the worst."
My OnG painting blog
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The post was edited 1 time, last by Gingersmali ().
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As per priority of modifiers before.My gallery: Adam painting stuff (HE, VC, OK and lots of terrain)
My battle reports: Adam Battle reports
ETC Team Poland 2022 VC player -
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Paul wrote:
Is there any Rule that prevents characters from joining single model units of gigantic height or vice versa is there a rule that prevents characters of gigantic height join units?
My gallery: Adam painting stuff (HE, VC, OK and lots of terrain)
My battle reports: Adam Battle reports
ETC Team Poland 2022 VC player -
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Current O&G:
Is there a reason I can't mix goblin types in a unit? As in like a Forest Goblin character joining a unit of Common Goblins.
I thought there was, but I'm sure not finding it. -
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Chronocide wrote:
Current O&G:
Is there a reason I can't mix goblin types in a unit? As in like a Forest Goblin character joining a unit of Common Goblins.
I thought there was, but I'm sure not finding it.
"It never ceases to amaze me that every single army is hit the worst."
My OnG painting blog
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21.G.b.17 Move or Fire – Shooting
The attack may not be used if the attacking model has made an Advance Move, March Move, Random Movement, Reform, or Pivot during the current Player Turn.
I see nothing that prevents the use of magical move and then fire. Can you magic move and then fire despite having the move and fire rule? If it doesn't work, where is the rule preventing it? -
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Bloodgeyser wrote:
21.G.b.17 Move or Fire – Shooting
The attack may not be used if the attacking model has made an Advance Move, March Move, Random Movement, Reform, or Pivot during the current Player Turn.
I see nothing that prevents the use of magical move and then fire. Can you magic move and then fire despite having the move and fire rule? If it doesn't work, where is the rule preventing it?
Magical move wrote:
13.K.a Magical MoveSome spells or abilities enable a unit to perform a Magical Move. The move is performed as if in step 3 ofthe Movement Phase Sequence (Moving Units), whichmeans that it follows the same rules and restrictions asif this was a new Moving Units sub-phase (e.g. Fleeingunits, Shaken units, units with Random Movement, orunits Engaged in Combat cannot move). Actions that aunit could normally do in the Moving Units sub-phasecan be made (such as Wheeling, Reforming, joiningunits, leaving units, and so on).
My gallery: Adam painting stuff (HE, VC, OK and lots of terrain)
My battle reports: Adam Battle reports
ETC Team Poland 2022 VC player -
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Bloodgeyser wrote:
Can you magic move and then fire despite having the move and fire rule?
Step 3 is:
Moving Units: Select one of your units, take aMarch Test if necessary, select a type of move(Advance, March, Reform), then move the unit.
Those are all movement types that you can't do and then shoot when you have the move or fire rule.
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