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Charging Rules question

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scurrdi
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Charging Rules question Empty Charging Rules question

Post by smirkweasel Sun May 03, 2009 10:44 pm

On Sunday, May 3 we (Jerry, Dave, Juan, and Eric(?)) had a disagreement on how a failed charge is resolved.
That is a charge that has a die roll greater than 1 but does not increase the movement of the chargers
enough to reach the target. The rulebook seems to state that the chargers still move. Juan and Eric
disagreed.
The wording can be misleading. The company leading the charge from the formation returns
to the formation. The rules then say to refer back to an earlier paragraph. That one states the
chargers move on any die roll other than a 1.
I downloaded the quick start rules later today. They clearly state the chargers do not move. I don't
think that G.W. would change the rule from the quick start to the finished rulebook as this would confuse
new players.
What is your understanding of this?

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Post by rokassan Sun May 03, 2009 10:47 pm

If the charge fails to reach you stay put.
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Post by scurrdi Mon May 04, 2009 3:41 am

Yeah, a failed charge stays put. Thats how I understand it.

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Post by Warlord Solskritt Mon May 04, 2009 5:47 am

Yep,I'm pretty sure you stay put if you don't reach the enemy but Jerry doesn't think so.
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Post by ShadowMaster Mon May 04, 2009 7:46 am

Page 43

"If the spearhead company can not reach the target formation, return the company to it's position in it's own formation and the charge stalls."

This one is clear - No movement
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Post by smirkweasel Mon May 04, 2009 8:39 pm

Keep on reading after that ShadowMaster. It can be confusing.

The quick start rules are much clearer. The chargers do not move.

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Post by Saj Tue May 05, 2009 10:31 am

The book says it really simply. " If the spearhead cannot end the move in contact with the target formation, return the formation to its own formation - the charge stalls as described above(the stalled charge section)."

ie, if your charge doesnt reach, you dont move the company at all.

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Post by ShadowMaster Tue May 05, 2009 11:12 am

smirkweasel wrote:Keep on reading after that ShadowMaster. It can be confusing.


Keep reading what? Saj and I have now both quoted the end of the paragraph, page, and rule topic.
Next is 6) Move remaining Companies, which does not occur if 5) Move Spearhead fails.
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Post by Saj Tue May 05, 2009 11:13 am

GW REALLY REALLY needs to hire an English teacher for their writing staff.

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Post by jerryb Tue May 05, 2009 11:19 am

I believe the wording is confusing as it states "...don't need to worry about acidently charging a company that is to far away" (page 42, second collum, third paragraph in the "Chose Target section). So you will know without a doubt that you will or will not reach, besides you are NOT permitted to charge a target out of you range (same section mentioned above). So why would I attempt to charge? There is no guessing.

On page 43, first collum, last paragraph it states " If a D6 roll is ANY OTHER THEN A ONE, the company attempts to charge". Some see this a a free move, I see it as leaving you open to counter charge, so now a group who was not within range is now within range due to your failed charge.

But hey, I am fine with everyone's call on this one, I like it better. But I still think the wording could be more lucid. Also I was basing it on GW Fantasy failed charge.

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Post by Saj Tue May 05, 2009 11:23 am

I think the key though is the "ATTEMPTS to charge."

You wouldnt attempt to charge a target that is more than 8 inches away (in the case of infantry). if they are say, 7 inches away, you know you'll need at least a 5 to make the charge successful, if you roll a 4, the charge failed and your formation picks their nose for that turn (provided someone doesnt charge them)

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Post by jerryb Tue May 05, 2009 12:15 pm

The term "attempts to charge" is totally misleading.

It should have been written, "first calculate the MINIMUM dice roll require to successful reach your opponent, roll a six sided dice, if successful, proceed, if not, the charge has stall and you do not advance".

To me the present wording gives the impression you have three options, apparently you do not.

You either succeed or fail when charging, agree?

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Post by Saj Tue May 05, 2009 12:18 pm

Agreed.

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Post by ShadowMaster Tue May 05, 2009 12:28 pm

jerryb wrote:The term "attempts to charge" is totally misleading.

It should have been written, "first calculate the MINIMUM dice roll require to successful reach your opponent, roll a six sided dice, if successful, proceed, if not, the charge has stall and you do not advance".

To me the present wording gives the impression you have three options, apparently you do not.

You either succeed or fail when charging, agree?

JerryB

Agree
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Post by ShadowMaster Tue May 05, 2009 12:29 pm

Like I said, when they brain fart the wording - they go big.

Epic Rampage is a perfect example
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Post by Saj Tue May 05, 2009 2:05 pm

How is epic rampage brain fart wording. Please please please dont tell me it isnt as good as it sounds.

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Post by ShadowMaster Tue May 05, 2009 2:40 pm

There are 2 ways the rule can be inturperted, mostly centered around the word THEY.

Version 1 - The company attacks, misses are discarded, hits are counted and rerolled. Repeat until all attacks have missed or no enemies are left.

Version 2 - the company attcks. As long as a single attack hits, the ENTIRE company pool ("THEY reroll successful attacks") is rerolled until all attacks miss or no enemies are left.

Version 2 is more RAW, but since the chance of missing all attacks on 8+ dice in one roll is so slim that a single company can destroy a huge formation. Thus, it has been more widely accepted that Version 1 is the intended way it was designed to be played.

Version 1 still kicks ass without being rediculously overpowered.
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Post by rokassan Tue May 05, 2009 11:23 pm

We used version 1. #2 would be bullshit.
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