Thanks , I see it now , I learn at least 2 rules every game , usually just thinking the rules work like they used to back in 5th and 6th edition etc. Charging A Fleeing Enemy When a charged unit turns tail and flees, the charging unit has two options: attempt to ‘run down’ an enemy that flees from it, or attempt to ‘redirect’ its charge. Running Down the Foe: Once the charge target has completed its flee move, the charging unit makes its charge move as normal. If the charging unit makes contact with the fleeing unit, it will wheel to align as normal. Caught by the enemy, the fleeing unit is hacked to pieces and immediately removed from play. The charging unit may then attempt to reform by making a Leadership test. If this test is failed, the unit is unable to reform. If this test is passed, the unit may make a free reform. In either case, the unit cannot move again this turn. If the charging unit does not make contact with the fleeing unit, it moves forward its full charge range. It has not made a failed charge - the charge target ran away.
I like your short and succinct battle reports. I'm getting the impression that artillery are really hit or miss in the Old World. If you get lucky, they can do some good damage but, often, they don't do that much.
Yeah , I havent had much sucess with artillery , but I have lost a Black Coach on turn 1 from a cannon shot. Ive just painted up a couple of Doom Divers so I'll see how bad they are.
@@CreakyGamers Yeah, exactly. So, they either don't do much or they wipe out a really important unit or have one really good hit. That seems to be the way they are. I hope that your doom divers bring, well, doom to your enemies ;-)
The Rangers seemed unbelievably fragile and ineffective in combat. How did he have them armed? Please expand on the combats if you remember any details.
They are usually really good in combat with their great weapons. This game one unit got charged by chariots , the other unit nearly took down a necrosphinx. He probably should have deployed them further back and used their long range for a turn or two.
Yes they count for combat resolution. Here is the bit from the rulebook. "A model with this special rule can make a ‘Regeneration’ save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (shown here as ‘X+’). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and a Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating the combat result."
The colours on those Tomb Kings really pop. They look amazing mate!
Thanks , not much you can do different with Tomb Kings.
Beautiful models and table!
Thanks
Fantastic battle report!
Thanks 👍
Such a great format for a battle report
Thanks
Hi! Great game! How can rangers at the begin stand and shoot and after run away? They don’t have fly and flee rules:)
Ah , OK will check the rules on fire and flee.
I dodnt realise it was special ability.
thanks
@@CreakyGamers why no iron drakes ?
He likes to run slayers for fun and scouts and the long beards with the King, so probably no room for Iron Drakes.
Love the OPR chariots!!!!!! I printed 36 of them and have yet to mount them though they are painted:)
They are pretty good , I think I will get some more , I enjoy chariot units , iconic Tomb Kings.
Its not a failed charge when the enemy flees! You go the full distance!
Oh , I didnt know that I'll try and find it in the rules. thanks
core rules page 129 paragraph 4 under charging a fleeing unit
Thanks , I see it now , I learn at least 2 rules every game , usually just thinking the rules work like they used to back in 5th and 6th edition etc.
Charging A Fleeing Enemy
When a charged unit turns tail and flees, the charging unit has
two options: attempt to ‘run down’ an enemy that flees from
it, or attempt to ‘redirect’ its charge.
Running Down the Foe: Once the charge target has
completed its flee move, the charging unit makes its charge
move as normal. If the charging unit makes contact with the
fleeing unit, it will wheel to align as normal. Caught by the
enemy, the fleeing unit is hacked to pieces and immediately
removed from play.
The charging unit may then attempt to reform by making
a Leadership test. If this test is failed, the unit is unable to
reform. If this test is passed, the unit may make a free reform.
In either case, the unit cannot move again this turn.
If the charging unit does not make contact with the fleeing
unit, it moves forward its full charge range. It has not made a
failed charge - the charge target ran away.
Great game. poor cannons
I like your short and succinct battle reports.
I'm getting the impression that artillery are really hit or miss in the Old World. If you get lucky, they can do some good damage but, often, they don't do that much.
Yeah , I havent had much sucess with artillery , but I have lost a Black Coach on turn 1 from a cannon shot. Ive just painted up a couple of Doom Divers so I'll see how bad they are.
@@CreakyGamers Yeah, exactly. So, they either don't do much or they wipe out a really important unit or have one really good hit. That seems to be the way they are.
I hope that your doom divers bring, well, doom to your enemies ;-)
Tournament this Saturday , I'll see how they go , I expect very badly , so I will hopefully be pleasantly surprised.
The Rangers seemed unbelievably fragile and ineffective in combat. How did he have them armed? Please expand on the combats if you remember any details.
They are usually really good in combat with their great weapons. This game one unit got charged by chariots , the other unit nearly took down a necrosphinx. He probably should have deployed them further back and used their long range for a turn or two.
Amazing armies
I was under the impression that REGEN did not factor into the combat resolution.
Yes they count for combat resolution.
Here is the bit from the rulebook.
"A model with this special rule can make a ‘Regeneration’
save. The armour value of a Regeneration save is shown in
brackets after the name of this special rule (shown here as
‘X+’). A Regeneration save can never be modified by the AP
characteristic of a weapon and can be made in addition to an
armour save and a Ward save. However, any wounds saved
by a Regeneration save are still counted for the purposes of
calculating the combat result."
Did the dwarfs try a fated dispell?
Yeah , magic didn’t do too much this game.
Those Scorpions are great looking? Anyone know who makes them?
I got them on eBay , not sure what brand they are.
👍👍