![]() For instance, if you had 3 'light' warbands (think men-at-arms), you couldn't deploy past your own reinforcement zone (table edge), but if you had a heavy Warband (think Knights) further up the board, you could bring in light, medium or heavy reinforcement warbands on from any table edge as far up as your enabling heavy Warband. Thanks to the way deployment is handled, there is more reason for a player to have multiple types of units rather than just 2 or 3 of the same thing. The 'stands' help with this, but in reality the game design is really geared towards it. I think what most people will find is that this game will very much *feel* like a true mass rank-n-file game without having to have 100+ models on either side. This represents their incredible hearing and thus the ease at which they send and receive orders on the battlefield. Their activation deck is actually held in your hand and activated in whatever order their player chooses. The exception (that we know of right now) to this is the Wadrum (Orks). If you run out of units to activate, your opponent activates their remaining units in deck order. If you flip the card to activate a unit that has already been destroyed for whatever reason, you ignore it and flip the next card. Player with priority flips the top card on his deck, activates that unit, and then it alternates. Then, you organize the unit activation deck based on the order you want to activate your units in during the pre-phase (so the unit you wanted to activate first would go on top of the deck). This may be more than you needed, but here goes:įirst, you roll to see what reinforcements will come on to the battlefield that turn.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |