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 Post subject: WotR - quick questions
PostPosted: Thu Jul 01, 2010 11:26 am 
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1) If my formation is in combat, and then is charged on its flank, do just the companies that have been charged on their flank suffer the penalty or does the whole formation?

2) If a Hero calls Epic Defence, and is then slain in a Heroic Duel, does the formation he was in still benefit from the Epic Defence?

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PostPosted: Thu Jul 01, 2010 11:54 am 
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1) Only the companies that are engaged to the flank have their attacks reduced. The chart on page 47 specifically mentions companies rather than formations.

2) My interpretation is that the formation's defense is increased until the end of the phase, as per the description of the ability on page 69. I am not aware of a ruling that states that if a hero dies then his formation loses the benefits of an epic action.
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PostPosted: Thu Jul 01, 2010 1:02 pm 
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1) It states companies. It's only companies that are being attacked in the flank ;)

2) They still have the Epic Defence because it has already been called.
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PostPosted: Thu Jul 01, 2010 1:23 pm 
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Thanks for the answers. I've got another question:

3) Can more than one Epic Hero move to a different formation every turn? In the rulebook it says "Once per turn", but does this apply to the number of Heroes who can move each turn or the number of times a Hero can move each turn?

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PostPosted: Thu Jul 01, 2010 3:23 pm 
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Number of times a Hero can move. You can move several Heroes if you have them, but only one time each.

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PostPosted: Fri Jul 02, 2010 8:25 am 
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Thanks, that's what I thought but the rulebook was unclear.

4) If your formation are within 6in of an enemy formation, and cast Wings of Terror on it, is your move still halved? Also, can you afterwards call an at the double? If so, is it another 12in or your normal move?

5) For rules such as Inspiring Leader, Overlord, etc. do you measure from the Hero himself, his company, or his formation?

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PostPosted: Fri Jul 02, 2010 2:12 pm 
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The "half move" when close to an enemy should always be applied after all other modifiers unless something special overrides it. So you cast Wings of Terror (which is proving one of the game's most useful spells in our local group), then cut it in half. If you get out of proximity and call an At The Double it is no longer halved.

I believe you should measure from the specific model in such cases.

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PostPosted: Fri Jul 02, 2010 3:12 pm 
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Thanks again

6) The Dark Marshal's Special Rule enables a nearby formation to use his Fight. Does this boost to their Fight work in the same way as other Heroes? In other words, if I attack a formation that is benefitting from the Dark Marshal's Fight, do I strike against their normal Fight (but they get to the the Dark Marshal's Fight against me)?

7) For the artillery bonuses when shooting formations, one is "more than four companies". Does this include formations that are four companies (I assume not but I thought I'd check)?

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PostPosted: Fri Jul 02, 2010 6:55 pm 
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Not sure about the 6) question but if it says "more than four companies" I think you can use your common sense to figure that one out. :P

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PostPosted: Sat Jul 03, 2010 9:47 am 
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6) I'm fairly sure that it says the formation uses his Fight or somesuch, in which case, it is essentially saying that the whole formation's fight is upgraded.

7) I always took it to be 4+, but it doesn't say that. Then again, I only glanced at that rule once and quickly because neither I, nor any of my gaming friends actually have artillery (yet). Regardless, it is saying 5+ companies :D

I'll add in my own question here, more because I can't be bothered to go grab my book and because I've forgotten: A captain's (or other upgrade hero's) fight is only used when attacking, much like an Epci hero's is? I think it is, but just thought I'd check, lol :D
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PostPosted: Sat Jul 03, 2010 10:53 am 
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A question from me. 8. Can Glorfindel use the spell of command (can't remember what it's called) to restore wounds on itself as it says "casualties" but IDK if that would count for wounds as I guess they probably weren't thinking about Glorfindel when they wrote the spell.

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PostPosted: Sat Jul 03, 2010 4:29 pm 
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Hashut's Blessing wrote:
6) I'm fairly sure that it says the formation uses his Fight or somesuch, in which case, it is essentially saying that the whole formation's fight is upgraded.



So it's the enemy has to strike against that Fight?

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PostPosted: Sat Jul 03, 2010 8:52 pm 
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6) The formation gets his Fight, so you play it out as if each company his Fight, therefore all attacks against this formation will have to take into account the increased value.

7) More than 4 isn't 4+, it is 5+

8) No

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PostPosted: Sun Jul 04, 2010 3:23 pm 
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Ok, thanks for all the answers. I don't have any more questions at the moment. :)

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PostPosted: Mon Jul 05, 2010 10:32 am 
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General Ellessar: Correct. They essentially increase their own fight to match his, rather than counting as being led by a hero ;)

spuds4ever: the spell wouldn't work on him as a casualty is a removed model, but I think it a fair (if broken) house rule to allow it to work on monsters...
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PostPosted: Mon Jul 05, 2010 1:17 pm 
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General Elessar wrote:
5) For rules such as Inspiring Leader, Overlord, etc. do you measure from the Hero himself, his company, or his formation?


The answer I recieved for this question was that I should measure from the Hero himself. However, when using magic you measure from the spellcaster's company; wouldn't the same apply here?

I've got another question as well: Boromir and Lurtz both have a Special Rule called Mightly Blow, but both do different things. Is this correct? If so, does Boromir's Mighty Blow only apply to Duels?

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PostPosted: Tue Jul 06, 2010 8:49 pm 
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General Elessar: Not sure what that first pointis referring to, sorry.

As to the second: They are different, but Boromir's is poorly worded. It is pretty much up to interpretation. It seems that he is excellent at killing characters, but Lurtz is excellent at killing rank and file...
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PostPosted: Tue Jul 06, 2010 9:23 pm 
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One more. Does light of the valar spell when used against a formation that isn't entirely spirits (e.g, orcs with a nazgul) would the nazgul recieve D3 hits as it is a spirit?

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PostPosted: Tue Jul 06, 2010 9:42 pm 
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No, it attacks the formation, not specific characters - it's in the FAQ if you can find it on the GW website.
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PostPosted: Wed Jul 07, 2010 12:53 am 
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Hashut's Blessing wrote:
As to the second: They are different, but Boromir's is poorly worded. It is pretty much up to interpretation. It seems that he is excellent at killing characters, but Lurtz is excellent at killing rank and file...


Lurtz's and Boromir's rules look almost like they SHOULD have been the same, and part of me wonders if that was the intention, but it's a pretty key difference. Boromir's rule really does make him the ultimate (I believe) Hero killer in the game...as long as he has his Might.

But Lurtz's Assassin's Shot is also pretty effective and should not be underestimated. Those R3 Heroes are a lot less intimidating if they're only R2, and R2's are at high risk of death as an R1. And the fact that it costs no Might and can be used early before you commit to a Duel (so you'll know if it's in effect or not) really help. And it can be used against someone that you then Duel with a different Hero than Lurtz.

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