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 Witchfinder General: Days of Revelation.
 On Guard and other rules questions
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stephenluscombe

United Kingdom
7 Posts

Posted - 28 Nov 2011 :  13:07:17  Show Profile  Visit stephenluscombe's Homepage  Reply with Quote
I played my first game yesterday - with a bunch of werewolves, a vampire and some Barguests taking on some Parliamentarians. It was a lot of fun, but there were a few issues which I wasn't sure about. First of all was whether 'on guard' carries on from one turn to the next? ie. if you set a figure 'on guard' at the end of the turn are they removed from all the players or are they kept in place until the figures next 'go'. I could see advantages and disadvantages to keeping it roll over or letting it lapse.

I do have some other questions, the pikes did get us scratching our heads! They were used behind a musketeer most of the time. It seemed strange that a strike against the pikeman might kill the pikeman rather than the musketeer!

Can I also check what is supposed to happen in fisticuffs - especially those that rollover. We had quite a few fights that seemed to end in draws quite frequently. Does a fisticuffs bout take your entire turn when it is continuing from a previous round, or do you have two goes worth of fisticuffs - for each of your figure's goes? ie, you don't need to spend one of your goes to manoeuvre into combat. Then, if the opponent then activates a surviving figure, does that initiate another two goes of fisticuffs in the same turn. It became even more complicated if there were two enemies, surviving. Could you then end up with 6 turns of fisticuffs in the same turn? We even had a situation where a vampire was inside a house and kept killing parliamentarians who were rushing in to fight him. The vampire kept on killing parliamentarians, but there was a queue building up to fight him in turn. Was it OK to keep piling them in in subsequent goes and should any multiple combatant benefits have been applied or not?

We really enjoyed the game, but it did get tricky to sort out some of the hand to hand at times.

Would it be possible for someone to post some example games on the dashingdice website so that we can see the mechanics in operation... It would be very helpful

Edited by - stephenluscombe on 28 Nov 2011 13:09:28

Big Al

United Kingdom
117 Posts

Posted - 28 Nov 2011 :  13:59:15  Show Profile  Reply with Quote
As I understand it "On Guard" stays in place until the figure's next turn. So if you place him On Guard, he stays like that until you next activate him. If anything tries to sneak up on him in between time, he can try to react. If he engages in combat as a result, the On Guard state is lifted, too busy fighting.

With the pikes thing I would have any strike against the pikeman rolled for in the normal way, but no injury caused, just a push back after which the musketeer gets it! I don't know if that's right, but it makes sense to me that if you attack something with a longer reach, you have to get inside that reach. Then, if there is something or someone between you and the pikeman, well that person or item is first in line.

As to the situation on fisticuffs, I would think that if only one figure can get in at a time, then you played it correctly. I don't have my book with me to confirm anything, but as I remember, each unit activated can attack. There are penalties for combat against multiple attackers all at the same time, but I am unsure as to whether these should be applied in the situation you have described. I'm sure Black Sheep will come back with the correct procedure soon.
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drusty

78 Posts

Posted - 28 Nov 2011 :  19:20:46  Show Profile  Reply with Quote
According to the Turn & Go sequence, 'On Guard' markers are removed at the beginning of a new turn (step 1), but could be re-issued at step 5, when commands are given to individuals/loose formations. Steps 2-4 takes into account organising your figures and deciding initiative; which means, a figure On Guard in a previous turn could well get jumped before he goes On Guard again, depending on which player gets the initiative. Interesting.
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Black Sheep

United Kingdom
263 Posts

Posted - 28 Nov 2011 :  22:26:55  Show Profile  Reply with Quote
Hello stephenluscombe

Thank you for trying the game and for your questions. As per the top of page 42 the rules do recommend (on most occasions) that an On Guard command only remains 'active' until the end of a complete turn - not the figures next go. However, if both players agree, in some rare situations you may wish to allow figures to begin a game On Guard, as for example the Blinder guards are at the start of Encounter 3.

Please read the forum topic 'pikemen and protection' which I hope will answer to your second question. In the very near future (as already promised) I will add some examples, in the same style as page 40, to the free download section to help explain more about pikemen in fisticuffs.

You are correct about a figure that begins a go engaged in fisticuffs. The figure has two commands - the first must be resume fisticuffs. If the figure wins the fight and kills or pushes back the enemy out of fighting distance the figure can then be issued with any legitimate second command. If the figure did not 'win' the fight the second command would normally have to be another resume fisticuffs command. The enemy figure (if they survived) can then do the same in their go too.

During a turn you can keep piling your troops into fisticuffs with a vampire or other tough foe that you have cornered. As long as (see top of page 36)there are no more than three figures 'attacking' in one go, that is fine. I hope page 37 gives the answer to your question about when to apply the benefits of multiple combatants. If not please do let me know.
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Big Al

United Kingdom
117 Posts

Posted - 29 Nov 2011 :  09:36:31  Show Profile  Reply with Quote
Sorry if my answer misled you, Stephen, but then I learned something from my error too! All is well
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