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A few questions

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A few questions

Postby redben » Sat Jun 16, 2012 9:45 pm

There's some things I've not been able to find answers to in the rulebook -

Drilled cavalry rotating 45 degrees, how do you deal with the fact that their bases now overlap?

Phalanx imposes a penalty to missile fire from the front. How do you determine what is the front? Is it the same as for charging an enemy in the flank/rear or is there a 90 degree arc from each side?

Can Heavy Throwing Spears be used if the unit is charged in the flank/rear? I assume not but can't find where it says that.

Fleeing units that hit obstacles such as other units. The rules say that go round them, how exactly does this work? Do they reach the unit then turn to run across them until they reach the side of the unit and then turn again to run past them?

A unit who breaks an enemy and pursues has to roll higher than the fleeing unit to catch them. If they roll the same they will be right on them but enemy units can't be closer than 1". Is the pursuing unit forced to halt 1" behind the fleeing unit (which would be 1" less than they rolled)?

A unit charges and the enemy unit chooses or is forced to flee. They do not flee far enough and are destroyed, making the charge a successful one. A new enemy unit is revealed but the also flee and the charging unit does not have enough movement to catch them. How far do the chargers go? Is it the full extent of their movement?
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Re: A few questions

Postby fchenjaeger » Mon Jul 02, 2012 1:44 pm

Drilled Cav: Turn the riders on the flank by 90° (I think you meant 90, not 45 ;-) ) then align the other horses behind them. You get no "free" movement for your Cavalry by this manoeuvre (e.g. if you would turn them with the centre staying in place!) Just imagin them riders on the flank starting to canter of and the other ones following behind. And Yes, the unit will be much deeper then before.

Phalanx & Shooting: The new rules for front and flank apply; so it's the front line of the unit.

Throwing Spears & Flank/Rear: Nope, they can't use them

Path of Flight: In tournaments and games at home we always played it like "What is the most sensible way they would choose?" so if there is a unit in their straight forward path, they start to skirt around them way before they reach the unit, but still prefer to come closer to an own unit then a hostile one. Everyone's been fine with this interpretation of the rules so far.

Fleeing distance: Correct, you move the pursuers 1" less then their dice

Revealed enemies: I think you missed a rule there. The unit must be able to actually reach the fleeing enemy unit. So A charges B and B flees. B skirts around unit C, making it now a valid target for the chargers A and also decide to flee. In your mentioned case A is still able to reach B and does this. You place the unit A in contact with B and at the end of the CLOSE COMBAT phase you remove the caught unit B
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