Watching Wyloch's brother vs bug report, I am not sure that special rules activating on 6 should take effect when only hitting on 6s in melee. Even quality 6 units seem odd, but the probably don't have those kind of weapons.
Not sure if this is the right place to ask (let me know if it's not) but I noticed the Aggro Squad's weapon line seems off. Shouldn't all of their weapons be 2x? For example,2x Fist-Carbines (18”, A3) and 2x Energy Fists (A2, AP(3)) ?
This came up the other night, and we discuss in the battle report that's coming later this week....
HERO states that for defense rolls, use the majority of the models in the unit.
Daemons...Suppose you have four Blood Warriors (Def 5+) grouped with a Champion (Def 2+). That unit gets attacked by a LOT of attacks (like a blob of Alien Hive assault grunts). All four warriors died and then the Champion ended up taking a bunch of wounds because the defense rolls had to use a 5+ instead of his 2+. That kinda seemed unfair but we played it literally as written (in the Hero special rule). Is this the intent / did we do it right?
This is one of my standard house rules. I don't roll more dice at a time than there are non-hero models (or wounds) left and apply hits to those models until they are gone. I think you've played it similarly in the past, but it makes sense to try the standard rule sometimes. I'm willing to make some abstractions for ease of play, but this one is too far for me.
I was watching a battle report for Warlords of Erewhon, which has a similar structure to GDF and AoF, and they designated some dice to leaders. I'd be OK with that in principle, again as a house rule, but you'd have to define how it works.
Yes, the intent is to keep things flowing quickly, so you just roll everything at once and then apply the wounds to all models, regardless of their defense. The easiest way around this is to have heroes of similar defense value join similar units, so for example have the Blood Warriors be joined by a Champion of War instead of by a Daemon Champion of War. Generally speaking heroes with 2+/2+ stats are usually meant to run around on their own causing havoc.
That being said, I see no harm in using the method that andy uses, where you keep rolling as many dice as the models with the lowest defense and apply wounds to them, and only if they're all dead and you still have hits left over you start rolling using the higher defense value. It might slow down the game a bit, but if that's ok with you and you feel that it's fairer then it's fine.
andyskinneronepageanonWyloch thanks for your thoughts on this. ironmike and I had shared some of those feelings about the routing and vulnerability of the hero to a unit that far different, especially in thematic games, where an Inquisitor was joined with an HDF Infantry Squad - the difference of 2 points of defense could really impact things. We will give your house rule a try, andyskinner
I like my tea, as I like my nights: dark, endless, and impossible through which to sleep.
OPA, there's the value of making a game that is pretty loose. You've made some assumptions I'd do differently, but most of the game is pretty flexible for me doing my way, and I really appreciate that. Obviously, you can only stretch so far, and I had to come closer to your way about the multiple combats issue. But hooray for a fun game that lets me tweak.