| T O P I C R E V I E W |
| drusty |
Posted - 01 Jun 2012 : 17:47:05 We played this scenario the other day and had another great time -or at least the Witchfinders did. Things took a down-turn for the forces of evil when, early in the game, a flying witch was brought down and captured by a valiant pikeman. But the high point had to be Stickler Jaspar's single-handed charge into the Temple grounds in order to prevent the Summonsing from taking place. Not only did he succeed here, but he subsequently saw off the witches attemtping the summonsing, as well as the Blinder Captain. By this time most of the rest of the Blinders had succumbed to the superior numbers of the Witchfinders. One witch escaped.
A number of questions cropped up:
1. Do witches have Thunderbolt grenadoes in all the Encounters? 2. Am I corect in thinking the grenado does NOT have a blast radius? 3. The following questions concern the interpretation of this sentence in the section regarding receiving help in Fisticuffs [p. 37]: "The fight will not commence until the figure already engaged is issued with a Resume Fisticuffs command". a) Valiantly Assist: After the 1 or 2 figures are moved to 'assist' the already engaged figure, does that figure have to activate immediately, there and then, or can the already engaged figure resume Fisticuffs later in the turn, getting support from the 2nd and 3rd figure (i.e. sort of re-activating them)? b) This describes the situation that got us confused: -Stickler Jasper takes his GO and charges into the Temple ruins, engaging the two witches there at the end of his second manoeuvre command [as Attacker, he's Outnumbered] -Neither witch has had her Go, but can both fight in this melee, one as a Round 1 fighter, and the other as a Round 2 fighter? -The melee results were inconclusive. -Later in the Turn, the Blinder Captain takes his Go and enters the same Fisticuffs as a 'valiant assister'. But he does not fight there and then, because neither witch has been issued with a 'Resume fisticuffs command'. Is this the correct interpretation? -Now, later in the Turn still, when one of the above mentioned witches does take her Go, she has to be given the 'Resume Fisticuffs command'. The Blinder can now join in. But the question is: Does the second of the witches originally engaged by the Stickler HAVE to activate/take her GO [i.e. be given a 'Resume Fistcuffs command'] at the same time? This would have resulted in the player having activated 4 figures in that turn.
It was a confused situation and I hope the questions are clear enough. But, as said, the game was another enjoyable one. |
| 8 L A T E S T R E P L I E S (Newest First) |
| Black Sheep |
Posted - 04 Jul 2012 : 19:08:52 Thanks Sarge. It is the 'altar of evil & female victim' set by Reaper Miniatures in their Dark Heaven Legends range. There are a couple of UK based distributors that still sell it via e-bay. |
| sarge |
Posted - 04 Jul 2012 : 09:32:58 Thanks for that. Loving the sacrifice on the altar, can you remember what brand that was? Thanks |
| Black Sheep |
Posted - 03 Jul 2012 : 22:04:24 New 'Valiantly Assist' download added to the 'Witchfinder' website.
http://www.dashingdicegames.co.uk/Valiantly%20Assist%20Download.pdf |
| Black Sheep |
Posted - 27 Jun 2012 : 20:59:32 Hello Drusty, Sorry for the delay with the new fisticuffs download. I aim to add the new download to the site early next week after this coming weekends' War Torn show in Scarborough. Thanks for the superb pic of the 'Great Beast' from your recent game too. The witch 'in flight' could not use 'slash & gallop' to immediately attack the foe that caused an injury and pushed them back. You are correct about the witch needing to pass a self control test if the witch wished to (and could) launch a fresh attack. The witch could use 'slash and gallop' to attack a second opponent that was within 'her' remaining distance (and flight path). A witch that is ‘pushed back’ in these circumstances will suffer a 1 or 2 inch deduction to any remaining manoeuvre distance (to account for being pushed back), although it can be imagined her foe deflected the witch’s flying assault as she flew past - as opposed to literally pushing the witch back. The free download for the ‘Soldiers of Misfortune’ (despicable mercenary ‘hard-men’) will be available in July too. Thanks again for your questions.
|
| drusty |
Posted - 25 Jun 2012 : 17:50:34 We played the second round of the encounter today, which went all the evil side's way. This time the witches summoned the Great Beast on the third turn, and it proceeded to rampage through the Witchfinders. The witches themselves got airborne and used their Evil Eye and Distraction spells to good effect. So much so, that by the end of turn 5 only one witchfinder musketeer was left standing. Not even Stickler Jasper could stem the tide of this evil.
We're still finding handling Fisticuffs where the attacker is outnumbered a bit tricky: a photo-example would be useful here, as it was with pikemen defending others.
More particularly we weren't sure we were using a witch's Slash & Gallop ability in flight properly. We had a situation where the witch, as the attacker, lost the first round of Fisticuffs (she lost a Constitution point) and was pushed back. We weren't sure whether she could then use the Slash & Gallop ability to re-engage the figure that defeated her: to do this, would she have to take a Self-Control test having lost a Constitution point?
And, having lost a constitution point (but survived) can she continue to Slash and Gallop and engage another figure?
Many thanks in advance. |
| Black Sheep |
Posted - 10 Jun 2012 : 20:19:46 Stickler Jasper's brave assault and other photos of the game have been added to the Grim Gallery. Thanks for sending them Drusty. |
| drusty |
Posted - 03 Jun 2012 : 23:09:03 Black Sheep,
Thanks again for the thorough replies. A diagram would be helpful, it'll help see the situation. As it happened, in the game, Stickler Jasper battled against all comers and won out in the end.
Cheers |
| Black Sheep |
Posted - 03 Jun 2012 : 19:36:24 Hello Drusty, Thanks for the questions. Sorry for the delay with my reply. I am currently on a family holiday up in Northumberland. 1.Witches normally have grenadoes unless players decide to prohibit their use in an encounter they have created. 2.At the moment the grenadoes used in the rules do not have a blast radius. There are tales of some covens developing more powerful explosive devices (that may well have a random D3" blast radius). 3a. The figure that is engaged in fisticuffs will start to fight when the figure is issued with a resume fisticuffs command. Figures that are moved in to ‘valiantly assist’ do not wait if the figure they are helping is not activated too – the arrival of the ‘valiant’ figure/s would initiate fisticuffs with the enemy straight away. 3B. Outnumbered. When brave Stickler Jasper moved into the fighting distance of the two witches both of the witches would fight in the ensuing fisticuffs. Valiantly assist. In the example you gave as long as the player in control of the forces of evil only issues commands to three ‘individual’ figures in their go they would have had a few ‘tactical choices’ available to them. When the Blinder Captain joined the fray his fisticuffs with the Stickler would be conducted straight away (his arrival would initiate a round of fisticuffs too). The controlling player could let the Blinder Captain fight the Stickler (and not issue a resume fisticuffs command to the witches just yet). This could represent the Blinder Captain attempting to drive the Stickler away from the witches. Alternatively the player could issue a resume fisticuffs command to only one of the witches and allow her to immediately join the Blinder Captain in the fight with the Stickler. If the Blinder Captain and one witch did not defeat the Stickler then (you are correct) the other remaining witch would have to be issued with a resume fisticuffs command when the controlling player wanted to ‘activate’ her. This is also a good example to illustrate why the green markers are used in the game as they help players, in this instance, remember who has fought through the course of each turn.
I hope this answers your questions. I am going to use the Summoning encounter to demo the game at Scarborough’s War Torn at the end of the month and I will be taking a few ‘promo’ photos. I would be more than happy to make a free download to explain the above if that would be helpful. I hope you and other members of the forum have a great Bank Holiday .
|
|
|