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Played first game - a few questions
Topic Started: 23rd December 2005 - 09:47 PM (299 Views)
Jonik
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I managed to play my first game with eshin yesterday against dwarves. I'm glad to say it was a draw (me winning by either 102 oe 202 points)

However, a few questions came up...

1) Am I allowed to cast skitterleap on a fleeing assasin and get him into combat, to fight?

2) Do assasins and other characters have to take panic tests if a unit is running withing 4" of them at the beginning of the turn?

3) Do I roll for rallying before or after the 4" rule?

4) Why in gods name did I choose to flee from a charge. They never stopped running, and did nothing in the game...

5) When an assasin is fleeing from combat, can he choose not to run in a perpendicular line away from the front rank, since he ended up running off the board.... Not good. He still had 2 wounds left, had got away using smoke bombs, and had a fellblade.

6) When a banner is captured by a unit of runners, when they flee from a charge, is the banner lost? Or do the charging units get it? Or do I get to keep it?

7) Why is it ever a good reason to flee from a charge with a Ld of 5? Why?

8) Why did my UCOD dice never roll a low number? The least distance seen over the entire 6 turns was 24". Once. All others were 30" or full daylight vision. Some seer would have been killed for that if my assasin hadn't have got shot down, and my master assasin ran off the table...

But I got a draw.. Which isnt bad considering the dwarven firepower, and the daylight issue...

Jonik
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Warlord Gnashik
Backing Veer-myn Dreadball teams!
Congratulations on your first game. It is hard to even squeak out a draw with an Eshin army when things go wrong for you.

On to your questions:

1.No, I don't think so. You can cast the spell on him to 'port him away from a table edge, but you couldn't move him into combat. I think it would work the same as if a fleeing character is charged by a unit. He'd just run right away. However, you CAN 'port him into combat the turn he rallies, even though he normally couldn't declare a charge.

2. Yes they do, as long as the unit that is fleeing has a higher unit strength than them.

3. You attempt to rally before the unit would run.

4. We all make mistakes. The point is to learn from them.

5. A unit that flees must run directly away from the unit it is fleeing from. A straight line is the most direct path away from the source of the panic. There are other points to take into consideration when fleeing as well. Like staying at least 4" away from an enemy unit. Here is a link to the Warhammer Chronicles article on fleeing. It goes into more detail.

Fleeing Troops

6. A standard can only be captured when a unit is defeated in combat, not from fleeing for another reason. I refer you to pg 109 in the BRB.

7. It would have to be a situational thing IMO. Chances are you aren't going to rally unless you come near the general and can use his Ld.

8. You failed to sacrifice a sufficient number of Dwarfs to the dice gods before the game. ;) UCoD can be devastating to a shooty opponent. At other times it will fizzle out like it did for you. Don't rely on it, but use it to your advantage when it does work well.

Once again, good job on your first outing with them. Good luck in the future!

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Jonik
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1.No, I don't think so. You can cast the spell on him to 'port him away from a table edge, but you couldn't move him into combat. I think it would work the same as if a fleeing character is charged by a unit. He'd just run right away. However, you CAN 'port him into combat the turn he rallies, even though he normally couldn't declare a charge.


Are you sure? I couldnt find anything in the rules saying that he couldn't be. If no is the answer though, they it would probably have been a loss to me...

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5. A unit that flees must run directly away from the unit it is fleeing from. A straight line is the most direct path away from the source of the panic. There are other points to take into consideration when fleeing as well. Like staying at least 4" away from an enemy unit. Here is a link to the Warhammer Chronicles article on fleeing. It goes into more detail.

Fleeing Troops


Ah well, I'd run if I was up against a 13 strong unit of ironbreakers... And the link to the bloodbowl rules was good too ;)

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8. You failed to sacrifice a sufficient number of Dwarfs to the dice gods before the game


Ah, well I'm pretty sure he had the same # of model casualties as me. And I've just worked out it was the most number of dwarves killed by me ever, that hasnt been due to fear and cutting down units fleeing. So I'm proud of my little rat me. Even if the left flank did get shot down, wave after wave.... Damn light issues... lol But then 50point units of rats can afford to draw fire. He hits on 6s...

Thanks

Merry christmas

Jonik
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Warlord Gnashik
Backing Veer-myn Dreadball teams!
Ugh! Try the link again in my last post again. Apparently I pasted the wrong thing there. Now it does go to the Warhammer Chronicles article on Fleeing Troops.

As for 'porting a fleeing MA into combat, that is just my interpretation of the rules. Logically speaking, if a rat is running away because he's scared, I don't think he'd suddenly get the old fighting spirit back in him if he magically appears in front of yet another enemy unit. :blink: "Eek!" would be the likely response.



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Lord Skick'it
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Jonik
Dec 23 2005, 04:47 PM
I managed to play my first game with eshin yesterday against dwarves. I'm glad to say it was a draw (me winning by either 102 oe 202 points)

However, a few questions came up...

1) Am I allowed to cast skitterleap on a fleeing assasin and get him into combat, to fight?

2) Do assasins and other characters have to take panic tests if a unit is running withing 4" of them at the beginning of the turn?

3) Do I roll for rallying before or after the 4" rule?

4) Why in gods name did I choose to flee from a charge. They never stopped running, and did nothing in the game...

5) When an assasin is fleeing from combat, can he choose not to run in a perpendicular line away from the front rank, since he ended up running off the board.... Not good. He still had 2 wounds left, had got away using smoke bombs, and had a fellblade.

6) When a banner is captured by a unit of runners, when they flee from a charge, is the banner lost? Or do the charging units get it? Or do I get to keep it?

7) Why is it ever a good reason to flee from a charge with a Ld of 5? Why?

8) Why did my UCOD dice never roll a low number? The least distance seen over the entire 6 turns was 24". Once. All others were 30" or full daylight vision. Some seer would have been killed for that if my assasin hadn't have got shot down, and my master assasin ran off the table...

But I got a draw.. Which isnt bad considering the dwarven firepower, and the daylight issue...

Jonik

1. Not into combat, this has been asked before but it seems that those posts have been deleted :P

2. Yes they do.

3. Don't know for sure... i'm sure it's stated in the BRB but i don't have it near me at the moment.

4. That's what happens with low Ld troops.. happens to me all the time.. it's a choice you have to make.

5. It ain't fair but then again.. life ain't fair... :P Look at the GW site.. there's some good information there.

6. The banner is lost. You don't get any victory points for nor can you ever capture it again.

7 and 8. Both bad luck i guess.. and the fact that low Ld sucks :)
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Malignus Rodenticus
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Attorney to the Rats
The reason why a fleeing troop cannot teleport into combat is that afleeing troop may do nothing until he flles. While you could teleport him, teh minute he got there, he would run away and your opponent would then have the opportunity to get you.

A related question though:

A master assassin charges a unit of anything. It makes a flee role, but you catch upto it and kill it. *This of course happenes in teh move chargers phase). Your MA is not able to reach another unit via overrun. Can teh sorcerer cast skitterleap on him to place him into combat with another unit?


MR
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brownmccoy
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7) Why is it ever a good reason to flee from a charge with a Ld of 5? Why?


I will tackle this one. You can flee from a charge to open up possibilities for other charges, because a failed charge easily sets a player out of formation. When doing this, make sure the unit fleeing has a lower US then the units not fleeing or else your army becomes off the board.
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wolfatbar
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Die! Die! Every-things!
Jonik
Dec 23 2005, 04:47 PM
However, a few questions came up...

1) Am I allowed to cast skitterleap on a fleeing assasin and get him into combat, to fight?

3) Do I roll for rallying before or after the 4" rule?


re: #1
I am certain that you can't skitterleap him into combat. In fact, I don't think you can skitterleap him at all:

See this Skaven FAQ:
http://www.geocities.com/mi_whplayers/dwfaq.html

(click "skaven" and then do a search for "skitterleap").

...it says you can't skitterleap out of a fleeing unit. I assume that means that you can't skitterleap someone who IS the fleeing unit.

re: #3
You test for panic at the start of your turn. (BRB page 42.)
After the start of your turn comes your movement phase. The first part of this is declaring charges. The second part is rallying fleeing troops. (BRB p.44).

Summary: Test for panic BEFORE you attempt to rally.
Si vis pacem, para bellum!

If my Ratling Gunners were hummies...
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Snagrit
Crazy Rat
well by the looks of things ur Questions hav been anwered so i jst wanted to say great work!!! Eshin is VERY hard to play with begginers!!!

long live Lord Sneek (i could never see a Skaven saying that... <_< )

GREAT work


Snagrit :ph43r:
Lets play Kill-Kill!!! U go Hide and i will come and assassinate U!
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Jonik
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Thanks for the help guys. :ph43r:

And I have been playing undead (vamp counts) for years but skaven are so different.....
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