No blind help this time, just some normal old rules clarifications.
Can the Cavalry bonus take a unit past the 3+ cap To Hit that it mentions in Advancements? Playing around with some Varangur cavalry, they start with a Fight score of 3+, so I was wondering if they can go to a 2+, or if for them it just counters penalties.
If a unit is in corner to corner contact, can they spend 2 to charge into flat to flat contact and get the charge bonus? It’d be a tiny charge…
If I have a boulder that is Height 2, and 2" by 2", can a height 3 Cavalry unit get over it? Would they be able to leap, scramble, or some such to get to the other side, or does it stop them dead because they can’t climb? It seems like they can leap walls but I’m not sure about things that aren’t wallish in nature.
And a couple of more specific advice questions that I’m just curious about:
1B) Is there a reason not to take Full Plate? A 3+ save and Steady on a killy hero just seems so ridiculously good. I’m wondering what sort of things can compete for that rare slot if your damage unit doesn’t have Steady already.
2B) Is there a reason that the Nightstalker’s Butcher Leader unit is less damaging than the standard Butcher? It doesn’t seem to get any kind of bonus or ability that I can see, it’s just a Commander and also less good? Wondering if I’m missing an element about commanders or the base rules that makes it work as a pick.
3B) Can the Ogre’s Boomer SGT use Point Blank to shoot someone he’s engaged with, and also do a normal melee attack in the same round? Further, can he charge, do a melee attack for free, then fatigue to do a short and shoot? Finally, if he’s in base to base contact, does his target count as being in open for the extra die of shooting? I’ve been playing him with all of these as yes, and want to double check I haven’t been making him too good.