Rules clarifications and/or errata

Hey all,

It’s been awhile since I’ve gone looking for clarifications. I’ve got a few questions I’ve already been asked and don’t have definitive answers for! But I do have some solutions as well.

Issue 1: Basilea’s Command order: For the Glory of the Hegemon (Page 98) Mentions "Infantry, Heavy Infantry, and Cavalry units only. Basilea does not have any Heavy Infantry units (and in essence, infantry would cover all heavy infantry per the new rules if they did). Was the intent here to put “Large infantry”?, a Unit type Basilea does have a number of?

The issue persists in the companion as well.

Proposed solution: remove the reference to heavy infantry or correct it to large infantry via errata

Issue 2: Northern Alliance’s command order: For Talanaar! (Page 170) Also mentions heavy infantry. Northern Alliance does have a heavy infantry unit, but given the discrepancy above, and the fact the rules state on page 85 that “these are the same as infantry in game terms” it feels weird that they are being called out as a separate unit type.

Issue persists in the companion

Proposed Solution: Clarify intent via errata. remove the mention of heavy infantry if its meant to be the one unit type, or amend to large infantry if its in error

Issue 3: Lord of Lies in the Forces of the Abyss list (Page 142). His special rule “Seeds of Distrust”: While within 6" of this unit, enemy units cannot gain special rules or any other effects from their own Command Orders. Has already led to two potential interpretations. Personally, based on the name of the rule, the general power scaling, and the lack of a critical coma, I interpret the rule to mean you may not gain special rules from command order (in addition to command order effects that are not special rules). However I’ve had one person, and I can see why, interpret it as “You may not get special rules. Also you don’t get command orders”

Issue persists in the companion

Proposed Solution: Reword as “While within 6” of this unit, enemy units nullify all effects (including Special rules) from their own Command Orders. If the intended solution was to let him turn off all special rules. no change needed (but broken)

Issue 4: Wild Charge with random variables and Loot tokens (Pages 47 and 68). Wild charge states that you must issue a charge first, then roll the dice to determine if you make it. But loot tokens state that you may roll to determine the value of the wild charge, but may not make use of it until you drop the token.

On the surface, no issue. but the rules for declaring a charge (page 18) state that a unit must be within double your speed distance. Wild charge on its own creates a new term “charge range” but lets assume, for the moment, that a unit’s charge range is wild charge + (speed x2). Does this mean a unit with a loot token counts its speed as 5 x2 when attempting a random wild charge role? plus because it was holding the token when it had to declare the charge? is the goal for it to be actual speed + wild charge?

This also gets wonky with random wild charge and the rules for charging in general. you have to declare a charge that’s within the double speed, but also within the wild charge number, but you don’t know what that is until it’s rolled.

Issue persists within the companion

Proposed Solution: probably clarify how loot tokens interact with random wild charge (or simply disallow it because of how messy it is). Probably tweak the wild charge rule to clarify that charge range is the maximum value of potential wild charge.

Issue 5: Portal of Peril Scenario. (edit: also Raze and Protect and raze) (Page 73) and how objectives are scored (Page 68). The portal scenario references controlling a center objective to gain points, and the wording suggests the intent is to control the objective each turn starting on turn 4. However the rules for controlling objective tokens specifically state “at the end of the game”. While not broken, it does diminish the scenario.

Issue persists within the companion

Proposed solution: change the objective marker rules to not mention the end of the game, and simply refer to controlling an objective at any given time. this solves for all affected scenarios.

Issue 6: Hex Casters (Page 93) have a Special rule called "Unit Strength (n). There is no Special rule listed in the rulebook called “Unit Strength (n)”

Issue does not persist in the companion, companion lists the obviously intended outcome, which is that the unit strength rule works like the height special rule and is an exception to normal unit strength.

Solution: Book specific errata should include the addition of the Unit Strength Special rule.

Issue 7:

That covers what I’ve been asked about so far. This isn’t a comprehensive list of formatting or errors, just rules that I have not been able to provide definitive answers for, or the rules as written contradicts what the presumed rules as intended are. Looking forwards to getting some answers :slight_smile:

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Please keep it up @Mathusala0 - it’s nice to have a list of issues in one place. When done orderly and constructively it can also be a place for the “powers that be” to glance at occasionally to check what they missed. :smiling_face_with_sunglasses:

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“If one of your units is Routed while carrying Loot, place the Counter(s) anywhere within its footprint before removing the unit. If the unit was destroyed in a Combat, your opponent automatically distributes the Loot Counters however they like among the units that are in contact with yours before your unit is removed.”

Does Routing from a failed Withdraw nerve roll count as destroyed in a ‘Combat’

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There are two possibilities for a unit to die due to a withdrawal.

Where are Loot Counters placed when a withdrawing units is destroyed because its movements leads through an enemy unit?

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I want to follow up on this one with some additional clarification

At any point in the Movement Phase, each Commander can attempt to issue one Command Order per Turn on any friendly non-Commander unit within 12” of that Commander

Does this mean that at a single moment in the movment phase all commanders must use their command orders or that each individual commander may seperately chose when to issue their orders in the phase?

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I suppose you have your own thoughts on this (quite obvious IMO) but you would prefer it in clear writing so there will be no discussion at the gaming table?

That’s a good one!

For all the people who bought a book and don’t pay for the companion (or just look at the special rules section) : Mindthirst is missing

You only know what it does if you pay for the companion and know where to look.

Edit: It’s not missing, the rules are in the Nightstalkers list. But according to the Companion you find the rules on page 47.

P.S. I would work for free and read the rules carefully and watch out for things like this, missing units like the Voidtouched Weavers, Loot Counter rules, etc. So there are less mistakes after the book is printed…

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Does Thunderous Charge work if a unit is surged into an enemy? The rules for Thunderous Charge state the unit must have received the Order Charge!, which is not the case. But if a unit is surged into an enemy, this counts as a Charge.

There are even rules giving units TC if they were surged into combat, but the rules for TC are clearly speaking of the order Charge!.

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Do warmachines get the +1 for getting a Halt order?

In the rules for the Corsair Void-skiffs, they have a rule called broadside, but no where in the book does it tell you what that is.

Directly after the Command Orders for Twilight Kin.

In a good spot to get overlooked.

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Forces of Abyss - Despoiler

It is listed as Large Infantry, which would result in a 40mm base. This would be quite narrow.

In the editions before it was Large Cavalry with a fitting 50mm base. Should we really switch to a smaller base size, especially because according to the Mantic store it still comes with a 50mm base?

Thank you for your response! It’s greatly appreciated.

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Yes.

Note some has Reload so can’t shoot if moving anyway.

Some of the short ranged flamethrower types are Sh4+ which drops to 3+ if standing still :wink:

Is it intentional that Phalanx has no effect on chariots? It seems strange that units with similar behavior (ramming into enemies at high speed), such as cavalry, become hindered, but chariots do not.

It’s always been the case - potentially to give them a slightly different role to Cav/Large Cav - which were often better - and esp now when chariots are limited to a single size.

Is it realistic - nope!

Not sure “realism” is much of a guide to whether it would make sense for this rule to apply to chariots, because it is not a settled matter either way, even for cavalry.

There are historical treatises, and historians, who make claims about cavalry being unwilling to charge spear walls (whether the horses being unwilling, or riders unwilling to risk an expensive tool of war like a horse, when cavalry were better used for other purposes…).

But there is no real consensus and I think increasingly the view is “it depends”. How committed and well trained are the cavalry, and same for the men holding the spears.

In a KOW context this is not a situation where there appears to be any error so tbh your suggestion would fit better in a thread intended for revised rules / new ideas.

Just a general comment, but it seems a careful reading of the new rulebook is in order. I see a lot of comments here and on FB about errors or things being missing, and actually they are there but have just been missed.

Scenarios

Center line

What or where is the center line? Is it always the line connecting both short sides in the middle, 24 inches away from the long sides?

If this is the center line, how do you call the line shown on the pictures of the 3 different deployment types?

And if the center line is depending from the type of deployment, how do we divide the table into three or 6 parts? Always 90 degrees from the long sides or 90 degrees from the line in the middle, between both deployment zones?

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FAQ/errata is coming in early Feb - available as a pdf as well for non Companion users.

Couple of things raised & clarified in the Q&A.

Spellward does work on all spells (notwithstanding current wording).

Yeilding individuals - they can be ignored/treated as if they were not there by both players for whatever reason, you just can’t finish a move on top of them.

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