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eggsaladsandwich uncommon
Joined: 31 Jan 2005 Posts: 519 Location: West Linn, OR.

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Posted: Fri Dec 12, 2008 6:42 pm GMT Post subject: Charge/Rout revisited |
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Just some random thoughts from a long time player/collector of the game.
Charge/ Rout: Can only be performed when defending army has control of the 8th face.
Attacker(Acting Player not in control of 8th face) rolls for melee and maneuver (count as melee) results...only melee SAIs have effect. Defender rolls for save and maneuver (dodging) ...only save SAIs have effect.If defender rolls more ID results than, the greater of , Actual save icons or actual maneuver icons, then the face is turned down to 7 and the action ends...(no additional turn for the attacker).
Please tell me how this would break the game..outside of it making it a little tougher to hold the 8th.
thanks,Egg _________________ "Another days useless energy spent." Moody Blues |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Fri Dec 12, 2008 10:15 pm GMT Post subject: |
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I'm not sure I understand this. Could you explain further, and give an example? _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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eggsaladsandwich uncommon
Joined: 31 Jan 2005 Posts: 519 Location: West Linn, OR.

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Posted: Fri Dec 12, 2008 10:39 pm GMT Post subject: |
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| chuckpint wrote: | | I'm not sure I understand this. Could you explain further, and give an example? |
This would only be an option if you had an army trying to knock an opponent off an 8th face he controlls (since you can only do melee anyway). You (as the attacker) would declare a "charge" as your action (after attempting a maneuver of coarse).You roll for melee and maneuver results and resolve any melee SAIs, then convert your maneuver results to melee results. The 8th face defender then rolls for Saves and Maneuver results ,resolving any Save SAIs, then, before converting any maneuver results to saves, the defender compares his actual save results (shields) or maneuver results (footprints) to the # of ID results....If IDs are greater then after all "saving" (conversion of maneuver to saves,8th face doubling etc) has been done, the terrain is turned down a step.
I am not quite sure if the defending army should count any melee results it rolled during the combo(save/maneuver) roll as unsaveable hits vs the attacker...or let the defending army take its normal counter melee strike and not allowing the attacking army a save roll as a penalty for making a charge. Any thoughts?.....anyway. i shall try it both ways in my group to see how it works out.
Just trying to make an 8th face just a little less formidable for those of us who prefer a longer game. _________________ "Another days useless energy spent." Moody Blues |
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