Last time we reviewed the profiles of models in the game, and the turn sequence. In this blog post, we will look at the activation of models in the turn sequence and what actions they can perform.
Within the turn sequence a card being used in the sequence represents a number of models. This means either a character or monster, or in the case of troops, typically 3 models are activated by a card. In the case of more than three models being on the table then there must be enough cards in the deck to represent them all. But this can be done in various ways. Either 3 models can be represented by a single card. Or 2 cards can be used, where one card will activate two models, and the other when used will activate another fighter. So with enough models and enough cards, models can be activated in a variety of ways.
When a card is use to activate the fighters it represents. There are a number of actions the models may each perform.
Exclusive actions are actions that may not be combined with other actions:
- Moving under cover - the model moves at a reduced rate but is harder to hit. The model must not be engaged in combat. The model moves at half rate. The model, as well as being harder to hit, does not block lines of sight
- Charging - the model, if not engaged, moves at double rate towards a model within line of sight (180° from the front of the model base) to the target, such that the model comes into contact. This must be announced before the charge is performed as the model may not reach the target and so fail the charge.
- Engagement - the model moves to bring itself into contact and so close combat with an enemy. This is different to a charge. The model still moves at double rate, and is able to disengage from an opponent to engage a different opponent.
Cumulative actions are those actions that may be performed in combinations with each other:
- Walking - movement up to the movement rating.
- Running - double distance movement, and typically the inability to perform other actions.
- Firing - firing some sort of range weapon, with the difficulty modified if the model moves before or after the shot (thus movement intentions should be declared before the shot is made).
- Mystic action - incantations and divinations actions (more on them in future blog posts). They can be made before or after movement (just like firing), and in combat.
Warrior-Mages and Warrior-Monks can perform a single mystical action before engaging an opponent in combat. The mystical action can be repeated multiple times e.g. casting the same spell a number of times and then engaging the opponent in combat.
In select circumstances a model can essentially charge multiple models at once, something which is normally not allowed.
Charging comes with some benefits if the force of the charging model/s is greater than that of the model being charged. Force relies upon the size ranking of the models. A model that is charged and subject to a greater combined force, the model suffers -1 on INT, ATT, DEF and AIM ratings.
Disengaging from a combat relies on the model having not been charged or engaged in that turn. And the model must have an edge of its base free. An initiative test must be passed, modified by the amount of opponents in contact. Or, the model can pass a strength test, so long as the model is the largest model in contact. A model disengaging may engage another model, but can only move up to the movement rating, rather than double. Failure at disengagement means the model must place all combat dice in defence and is marked by a defence counter.
Next time, we will look at shooting and combat - the art of war.