MiniWorx

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And another one with real terrain. Increases the fun watching it :smiley:

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Watch us play live with the new Fracture rules and scenario!

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Ambush tournament, nice! I forgot how wildly Kings can swing when dice are hot in small games :melting_face: Looking forward to the next rounds …

… but in the meantime, I took a closer look at a couple combats in this one:[spoiler]

Placoderms and Riverguard charge some Rifles, except it looks like the fishmen should very likely have hindered themselves when they slid down into place (there shouldn’t be a gap between the two TR units and the larger Placo frontage should cross the Rifle centerpoint by 12.5mm). The dice were ultra hot in this combat however, to the point that the 2 damage the wall would have cost the Placos meant very little :person_shrugging: Both units turned a full 90 degrees to the left after combat, however the Riverguard sorta floated around and nuzzled up to the Placoderms. Rotating around the unit centers costs the frogs about 2” of movement towards the Halflings … which again, probably didn’t matter because of the speeds involved but still.

This pic is mostly to set up this wild combat with 5 engaged units, 2 flank charges and 1 rear charge :sweat_smile:

The triumphant Lancers overran 4”, passing in front of the Harvester (and into scoring position). Because they’re 125mm wide and the Placos are 100mm deep, we know that they’d overhang and have their overrun stopped by the Harvester in the same combat as them. If the Halflings wanted the Lancers to pass in front of the Harvester, they could have used the Sauceror to push the charge alignment of the Lancers down 13mm (seen in the pic above with the green arrow).

I bring these up because they’re both situations where the geometry of the game takes over from the vagary of measuring tapes or sticks, and combat reforms are obviously a big part of Kings when things get tight, which they are quite often on a 4x4! Hopefully the diagrams help, tho they are for sure easier to make then leaning over a table and finagling with units on bases on terrain.[/spoiler]

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Thank you for doing this! So awesome to get feedback from everyone. Thank you for watching and taking the time to do this.

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Thanks for the report, lads!

Rules Note: Carrying a counter still limits you to Sp 5, even if your cool Salamander command says you get +1 Sp :wink:

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Always happy to have another report, and I was really pulling for Frank on this one. Quick rules thing: Tunnel Runners have brutal, not strider. If you’d like for them to have strider, it’s pretty common to run Boots of Striding on them, and they’re easy to fit into the list:

MiniWorx Ambush Tournament [1000 / 1000]

Slave Driver [2] (Hero (Inf)) 1 [115]
– Tome of Darkness [20]
– Surge (5)
Ratkin [1] (Inf) Horde [120]
Orcs [2] (Hvy Inf) Horde [140]
Lesser Obsidian Golems (Mon Inf) Troop [130]
Ratkin Slave Tunnel Runners [1] (Cht) Regiment [225]
– Sir Jesse’s Boots of Striding [15]
Grotesques (Lrg Cav) Regiment [270]

The Slave Driver rallies the slaves, has a bigger inspiring bubble to keep up with all those fast underlings, and also has a little surge to push the LOGs around … but also he’s cheaper than the Ironcaster, freeing up points for the strider boots.

Not sure this tinkering matters at this point but a thought for next time these AD go ambushing I guess.