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 ![]()