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Post by green on Jun 11, 2022 20:58:05 GMT
Hello,
I found a rule very disturbing and very unfun to Play. If I do want to charge a unit that is 1mm fully in difficult terrain, i can only charge them if im within 6 inch of that target? So if I am very fast and 7 inch away i cant charge? To me this seems very poor that movement Bonus has 0 use for difficult terrain. Is there any Intention to "fix" those issues and make charge moves ignore difficult terrain?
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Post by baradaeg on Jun 11, 2022 21:46:05 GMT
Hello, I found a rule very disturbing and very unfun to Play. If I do want to charge a unit that is 1mm fully in difficult terrain, i can only charge them if im within 6 inch of that target? So if I am very fast and 7 inch away i cant charge? To me this seems very poor that movement Bonus has 0 use for difficult terrain. Is there any Intention to "fix" those issues and make charge moves ignore difficult terrain? No, difficult terrain is intended to be a charge blocker. If you want to ignore difficult terrain you need Strider or Flying.
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Post by menacing on Jun 11, 2022 21:52:25 GMT
Doesn't need a fix, plan your movement better.
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Post by green on Jun 12, 2022 6:53:20 GMT
Doesn't need a fix, plan your movement better. Reading official ruleset for placing terrain, they suggestiv to Place like 7-8 difficult terrains. With this Setup no normal game is possible and very boring playstyle. Im used whfb Player and movement was always Key to victory. But blocking movement in this scale of 7-8 terrain pieces that results in trench warfare is really not what a rank & File game looks like. For skirmish i dont bother and finde it ok, but not for Regiments.
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Post by baradaeg on Jun 12, 2022 8:30:36 GMT
Doesn't need a fix, plan your movement better. Reading official ruleset for placing terrain, they suggestiv to Place like 7-8 difficult terrains. With this Setup no normal game is possible and very boring playstyle. Im used whfb Player and movement was always Key to victory. But blocking movement in this scale of 7-8 terrain pieces that results in trench warfare is really not what a rank & File game looks like. For skirmish i dont bother and finde it ok, but not for Regiments. The official rule set says 5 to 10 terrain pieces you want to use and use the terrain rules you think fit.
If you don't like the terrain rules applied to the example terrain pieces in the terrain guidelines of the full rules than don't use it.
Terrain is here to form the game and the decisions you take during the game and not just to fancy up the board.
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Post by onepagerules on Jun 12, 2022 9:35:40 GMT
I've been thinking about changing difficult terrain for the future, allowing charges to ignore it, but losing charge bonuses and getting -1 to hit.
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Post by green on Jun 12, 2022 11:52:37 GMT
I've been thinking about changing difficult terrain for the future, allowing charges to ignore it, but losing charge bonuses and getting -1 to hit. In my opinion a certain slow Down is good. For example double movement Points or a dangerous terrain test. But never being able to attack as the Attacker cannot close the gap and there are only 4 rounds to Play is too hard. Very fast unit can backpaddle 5 inch? While forward only 6 inch independant of your normal movement seems strange.
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Post by rondaka on Jun 16, 2022 3:43:40 GMT
From a history stand point, faster units, i.e. cavalry, often had trouble operating in difficult terrain, as did close order infantry, so the rule makes sense. In game terms, one way to somewhat get around terrain placement is to place terrain about 18" from another piece of terrain, making it pretty much impossible to place another piece of terrain in the 18" or slightly more, gap you've just created while staying 9" away from other terrain pieces, giving you some room to move. Then place an objective in the gap, making it harder for your opponent to hide in terrain and still score points. Terrain doesn't have to be difficult, when it's your turn to place terrain, simply place pieces of terrain which are not difficult. For example, a gentle hill, which might block line of sight, but wouldn't affect movement. Also look for leader abilities and spells that allow you to move a unit, which may get you to within 6" of your target, then charge with your activation. And as already mentioned, look for flying and strider units. Hope that helps.
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