When you roll the flee and pursuit distances for a unit breaking from combat it is very similar to the 40k sweeping advance. If the unit rolls higher then they get away and cannot be caught - even if one of the pursuers would reach them they have to stop an inch away. Also the darkriders have alread pursued this combat phase so would not be able to pursue again (Not sure if they did panic checks on the weapon teams for friendly unit breaking within 6").
the 2 dark riders were supposed to roll 3 D6 for their pursuit roll and probably would have destroyed the block of giant rats anyways, idk why he rolld only 2
For the Dark Elf player here, I think he's made a few rules mistakes that keep hurting him.
A hydra is ALWAYS unit strength 5 because US is determined by a monster's starting wounds, not their current wounds.
Therefore his hydra charges them in the side and the assassin hurts it a little, but it still would destroy the unit's rank bonus and give a +1 combat result for the dark elves.
In this situation probably meaning the rats die horribly.
you should rename them in part1a, part 1b, part 2a, etc... now its difficult to find the right next part.
wubs23 1 year ago
@palgea92 its a campaign game, they are allowed more rare choices- 2 hydras and 1x2bolt throwers
Runtherd 1 year ago
@Darkrift101 " Captain, they are fleeing! " " THEN WE MUST RUN THEM DOWN CHAAAAAAAARGEEEEEE ohshitawall "
AkimboLizard 1 year ago
@palgea92 you can take 2 bolt thorwers 4 1 rare choice... its BS i know
hellball5 1 year ago
how many points are you playing? Cus I think the dark elf player has too many rare chioses, UNFAAAIR !
palgea92 1 year ago
how many points are you playing? Cus I think the dark elf player has too many rare chioses, UNFAAAIR !
palgea92 1 year ago
More mistakes.
When you roll the flee and pursuit distances for a unit breaking from combat it is very similar to the 40k sweeping advance. If the unit rolls higher then they get away and cannot be caught - even if one of the pursuers would reach them they have to stop an inch away. Also the darkriders have alread pursued this combat phase so would not be able to pursue again (Not sure if they did panic checks on the weapon teams for friendly unit breaking within 6").
jimmysnz 1 year ago
the 2 dark riders were supposed to roll 3 D6 for their pursuit roll and probably would have destroyed the block of giant rats anyways, idk why he rolld only 2
Beevus17 1 year ago
Incorrect. Fleeing units that come into contact with Difficult Terrain are killed immediately.
Stone walls, buildings, woods, etc.
--Darkrift
Darkrift101 2 years ago
For the Dark Elf player here, I think he's made a few rules mistakes that keep hurting him.
A hydra is ALWAYS unit strength 5 because US is determined by a monster's starting wounds, not their current wounds.
Therefore his hydra charges them in the side and the assassin hurts it a little, but it still would destroy the unit's rank bonus and give a +1 combat result for the dark elves.
In this situation probably meaning the rats die horribly.
HotnessTim 2 years ago