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SZARŻA!!! I co dalej?
« dnia: Grudzień 24, 2005, 09:28:34 pm »
Na stronie Great Lakes Warhammer League (na której miedzy innymi można znaleźć FAQ Direwolf) znalazlem cos takiego:

Detailed Charge Sequence – Version 1.03

DECLARE CHARGES

1. Player declares their intent to charge and nominates charging units and their charge targets.
1.1. Charging units must have valid LOS to the target unit. p 44
1.2. “Where it is blindingly obvious a unit would be unable to reach its target a player is not permitted to declare a charge.” p 265


2. Automatic charges. p 84
2.1. Frenzy: For units with Frenzy which have not declared a charge in Step 1., measure and declare a charge if enemy is in charge range.
p 94


3. If the defender causes terror the charging unit must take a terror test. p 82
3.1. Unit will only need to take one terror test per game. p 82
3.2. If the charging unit causes fear or has taken a terror test already then the terror test becomes a fear test. (go to 4) p 82
3.3. No need to take test if charging units are immune to psychology or cause terror. (go to 5) p 112
3.4. If they pass the terror test proceeded to charge reactions. (go to 5)
3.5. If the charging unit fails the terror test, then the charging unit flees. p 82

3.5.1. No charge is declared and so no charge reaction will occur. p 81
3.5.2. Agree with opponent on direction of the flee move before rolling for the flee distance. (See 3.5.5.)
3.5.3. Unit will flee (2d6 or 3d6) away from terror causing unit.
3.5.4. Fleeing unit are not effected by terrain.
3.5.5. Priority of fleeing.
3.5.5.1. Move as directly as possible away from the cause.(Annual 2002 p 10)
3.5.5.2. Do not move through an enemy unit.
3.5.5.3. Do not move within 4” of an enemy unit.
3.5.5.4. Do not move through a friendly unit.

4. If defender causes fear the charger must take a fear test. p 81
4.1. No need to take test if chargers are immune to psychology, cause terror, or cause fear. (go to 5) p 112
4.2. If they pass the fear test proceeded to charge reactions. (go to 5)
4.3. If they fail the fear test the unit does not charge. p 81

4.3.1. Charger is unable to move or shoot. p 81
4.3.2. No charge is declared and so no charge reaction will occur. p 81
All units with intent to charge that have not failed due to fear, terror, or other psychology are now assumed to have declared a charge.

5. Receiver of charge declares all of their responses (Flee, Stand and Shoot (S&S), Hold). p 45
5.1. Declare charge responses for each unit in the order that charges were declared.
5.1.1. Units immune to psychology may not flee. p 112
5.1.2. A target unit already engaged in combat may only hold as its response. (go to 8)
5.1.3. If chargers utilize more then half of their charge move, defenders get the declared S&S, otherwise the S&S becomes a hold.
5.1.4. A unit can only stand and shoot with the models which have LOS to the chargers.
5.2. Charging player attempts to rally fleeing troops, each fleeing unit takes a leadership test. p 45/ 75
5.2.1. May use generals leadership if with in 12” of general. p 102
5.2.2. Musicians give a +1 to the rally roll, to a maximum of 10. p 109
5.2.3. Units that rally are allowed to reform.
5.2.4. Fast Cavalry units that rally after a feigned flight (voluntarily declared flee as a reaction in the enemy’s prior turn) are allowed
to move this turn but may not shoot. p 117
5.3. Perform compulsory movement. p 45
5.3.1. Move fleeing troops that failed their rally check at 5.2.
5.3.2. Fleeing units move (2d6 or 3d6) and follow the rules for fleeing troops, with the exception that the first priority is to move
towards the nearest table edge, instead of directly away from the cause of the panic. (3.5.5)
5.3.3. Move units with compulsory movement.
5.3.3.1. If compulsory movement results into contact with a defender, follow the specific rules for the unit in question.
5.3.3.2. Generally the defender is considered to have been charged and will be able to declare a charge reaction. (go to 5 )

6. Response steps (Flee, Hold or Stand and Shoot) below are followed for each charge in the order that the charges were declared.

FLEE
7. If Flee is the response:

7.1. Agree with opponent on direction of flee path before rolling the dice for flee distance.
7.1.1. Order of fleeing.
7.1.1.1. Move as directly as possible away from the cause.(2002 p 10)
7.1.1.2. Do not move through an enemy unit.
7.1.1.3. Do not move within 4” of an enemy unit.
7.1.1.4. Do not move through a friendly unit.
7.2. Roll for distance defenders flee (2d6 or 3d6) from the chargers. p 74
7.3. Move fleeing unit.

7.3.1. Fleeing units are not effected by terrain.
7.4. After moving the fleeing unit, if a new eligible target is revealed, then the chargers may choose to redirect their charge. p 53
7.4.1. If you choose not to redirect the charge, go to 7.5.
7.4.2. A redirect to a new charge target starts the charge sequence with step 1.
7.4.3. You may only redirect a charging unit once a turn. p 53
7.4.4. When you redirect a charge the original fleeing unit will get away.
7.4.5. If there is a choice of target units to redirect towards then charger must target the closest one. p 53
7.5. Measure distance from charging units to fleeing unit’s final position.
7.5.1. If chargers are unable to contact fleeing unit this is a failed charge.
7.5.1.1. Fleeing unit gets away from chargers.
7.5.1.2. Move the charging unit in a path towards the fleeing unit. p 52
7.5.1.2.1. A failed charge movement is equal to the chargers base move, 20” for flyers. p 52
7.5.1.2.2. Charging unit’s movement is effected by terrain. p 52
7.5.1.2.3. Unit failing a charge may not shoot that turn. p 52
7.5.2. If the charging players unit is able to contact the fleeing unit then the fleeing unit is destroyed. p 53
7.5.2.1. Friendly units with in 4” will need to take a panic test for fleeing unit destroyed at the end of the phase. p 80
7.5.2.1.1. If friendly unit’s US is equal or greater then destroyed unit’s US there is no need for this panic test. p 80
7.5.2.1.2. If friendly units are immune to psychology or immune to panic there is no need to take this panic test. p 80
7.5.2.1.3. The range for the test is measured from the fleeing unit’s final position. p 80
7.5.2.2. Remove fleeing unit from table. p 53
7.5.2.3. Move chargers their full charge distance. p 53
7.5.2.3.1. Move the charging unit in a path through the fleeing unit’s final position. p 52
7.5.2.3.2. Charging unit’s movement is effected by terrain. p 52
7.5.2.3.3. Stop chargers 1 inch away from any other enemy units which may be in their path, as you may not contact an
enemy unit which you have not declared a charge at. p 55


HOLD
8. If Hold is the response:

8.1. Determine if this charge will be to the front, flank or rear of the defending unit. p 46
8.2. Measure distance from the chargers to the defenders.

8.2.1. Charger may wheel once during charge and must pay for this movement. p 52
8.2.2. Chargers’ movement is modified by terrain. p 52
8.2.3. If chargers are unable to reach the target unit then the charge is failed.
8.2.3.1. Move the charging unit in a path towards the target unit. p 52
8.2.3.2. A failed charge movement is equal to the chargers base move, 20” for flyers. p 52
8.2.3.3. Charging unit’s movement is effected by terrain. p 52
8.2.3.4. A unit failing a charge may not use missile weapons that turn. p 52
8.3. If a charging unit is able to contact the defending unit and the charging unit causes terror, then defenders must take a terror test.
8.3.1. Unit who are immune to psychology, or cause terror do not need to take this test.(go to 8.6) p 112
8.3.2. Unit will only need to take one terror test per game. p 82
8.3.3. If defending unit causes fear or has taken a terror test already, then this test is a fear test . (go to 8.4). p 82
8.3.4. If terror test is passed go to 8.5.
8.3.5. If terror test is failed the defending unit will flee from the terror-causing unit. (go to 7) p 82
8.4. If a charging unit is able to contact the defending unit and chargers cause fear, then defenders must take a fear test.
8.4.1. Units who are immune to psychology, cause terror or cause fear do not need to take this test. (go to 8.6) p 112
8.4.2. If fear test is passed.(go to 8.5)
8.4.3. If fear test is failed and defender’s US is less then chargers, defending unit flees. (go to 7)
8.4.4. If fear test is failed and defender’s US is equal to or greater then chargers, defending unit stands. (go to 8.5) p 81, Errata
8.4.4.1. In the first round of hth combat, the defender will hit the charging, fear causing unit on “6”’s. p 81
8.5. If the charging unit is contacting a flank or rear of the defender, and the defender was engaged in combat from a prior turn p 80,81
8.5.1. If the charging units’ US is less then 5 , the defending unit doesn’t need to take a panic check. (go to 8.6) p 80,81
8.5.2. If the charging units’ US is equal to or greater then 5, the defender must take a panic check. (go to 8.5.2) p 80,81
8.5.2.1. Units immune to psychology or immune to panic do not need to take this test. (go to 8.6) p 112
8.5.3. If the defending unit passes its panic check. (go to 8.6)
8.5.4. If the defending unit fails the panic check it will flee. p.81
8.5.4.1. Enemy unit in btb with defender will pursue, only if they won the previous round of combat. p 80,81
8.5.4.1.1. If unit pursues it is counted as a compulsory move.
8.5.4.1.2. Does need to test to restrain pursuit.
8.5.4.1.3. If unit restrains pursuit then unit doesn’t change position.
8.5.4.1.4. Restraining unit may move normally in the remaining moves.
8.5.4.2. Agree with opponent on direction of flee path before rolling the dice for flee distance. (See 7.1.1 for rules on fleeing)
8.5.4.2.1. Roll for distance defenders flee movement.(2d6 or 3d6) p 74
8.5.4.2.2. Move fleeing unit.
8.5.4.3. Pursuing units engaged in previous combat roll distance for pursuit move. (2d6 or 3d6). p 75,76
8.5.4.3.1. If btb unit rolls equal or greater then the fleeing units dice roll, fleeing unit is destroyed.(go to 7.5.2) p 75
8.5.4.3.2. If btb unit rolls lower then fleeing units die roll, the fleeing unit gets away. p 74
8.5.4.3.2.1.Move pursing unit along the path of fleeing unit. p 75
8.5.4.3.2.2. Pursing unit is not effected by terrain. p 75
8.5.4.4. Charging unit may attempt to redirect charge (go to 7.4) or attempt to catch fleeing unit. (go to 7.5)
8.6. Move the charging units into combat with defenders in the order the chargers were declared.

STAND AND SHOOT
9. Determine if this charge will be to the front, flank or rear of the defending unit. p 46

9.1. Defenders may only S&S against a unit that they have LOS. p 59
9.2. Defenders may not S&S if they are already engaged in combat, they must Hold. (goto 8).
9.3. Measure distance from the chargers to the defenders.

9.3.1. Charging unit may wheel once during charge and must pay for this movement. p 52
9.3.2. Charging unit’s movement is effected by terrain. p 52
9.4. If chargers are unable to reach the charge target unit then the charge is failed.
9.4.1. Defenders will get their S&S reaction. (Go to 9.6.5)
9.4.2. Move the charging unit in a path towards the target unit. p 52
9.4.3. A failed charge movement is equal to the chargers base move, 20” for flyers. p 52
9.4.4. Charging unit’s movement is effected by terrain. p 52
9.4.5. A unit failing a charge may not shoot that turn. p 52
9.5. If the chargers are able to reach the defenders and the chargers cause terror then defending unit must take a terror test. p.81
9.5.1. Units who are immune to psychology, or cause terror do not need to test. (go to 9.6.5) p 112
9.5.2. If defending unit causes fear or has taken a terror test already, then this test is a fear test. (go to 9.6) p 82
9.5.3. If defenders pass the terror test defender may make their S&S response. (go to 9.6.5) p 80
9.5.4. If defenders fail the terror test they will flee from the terror causing unit.(go to 7)
9.6. If a charging unit is able to reach the defending unit and chargers cause fear, then defenders must take a fear test. p 81
9.6.1. Units who are immune to psychology, cause terror or cause fear do not need to test. (go to 9.6.5) p 112
9.6.2. If fear test is passed the defender may make take their normal S&S response.(go to 9.6.5) p 61
9.6.3. If fear test is failed and the defender’s US is less then chargers, defenders unit flees. (go to 7)
9.6.4. If fear test is failed and defender US equal or greater then chargers, defender gets S&S.(go to 9.6.5) p 81, Errata
9.6.4.1. In the first round of hth combat, the defender will hit the charging, fear causing unit on “6”’s p 81
9.6.5. Stand and Shoot response
9.6.5.1. Measure the charger’s complete charge distance to see if the defenders are able to stand and shoot. p.61
9.6.5.1.1. Charging unit’s movement is effected by terrain. p.52
9.6.5.2. If any charging unit utilizes half or less of their charge move, the defender won’t get to stand and shoot. p.61
9.6.5.2.1. Defenders charge reaction becomes a Hold. (go to 8)
9.6.5.3. If all chargers utilize more then half of their charge move, the defenders will get to stand and shoot. p.61
9.6.5.3.1. Defenders are –1 to shoot the charging unit. p.61
9.6.5.3.2. Range is figured to the chargers starting location or maximum range for the defenders missile weapon. p.61
9.6.5.3.3. Long range penalties will apply if required. p.61
9.6.5.3.4. All defender ranks that have LOS are able to shoot against a charging large target.
9.6.5.4. If defenders cause 25% or great causalities to the charging unit, charging unit must take a panic check. p.80
9.6.5.4.1. Units who are immune to psychology or immune to panic do not need to test. p112
9.6.5.4.2. If chargers pass panic check. (go to 9.6.6)
9.6.5.4.3. If chargers fail panic check they will flee (2d6 or 3d6) away from defending unit. (go to 7.1.1)
9.6.6. Move the charging units into combat with defenders in the order the chargers were declared.
+++++
Credits:
The Author of this document is Ken G. This document was enhanced with feedback received from the Direwolf FAQ Council.
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