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New Post 4/16/2011 5:00 AM
  Kreoseus
1 posts
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Archery and other questions 
Modified By Kreoseus  on 4/16/2011 2:22:16 AM)

Hi Guys

I got the rules a few days ago and love them, despite a 100% defeat record so far.

 

  The rules seem to say that troops with shooting I and II can only fire from the front rank, but those with the long range  abity can shoot from the second rank.

Artillery ability - I wanted to buy this ability for a monstrous creature, making it a stone throwing ent. This would make it way superior to a monstrous creature with shooting I. Do I pay 3 ap for artillery (buy shooting I, shoting II, then artillery ) or just 1ap ?

Is there any limit to which abilities can be bought together ? For example, if I want a balrog to lead my orc army, do I buy the general for 5ap, then pay another 3 ap for monstrous, spell user and lord and master or are some of these incompatible ?

If a single unit fights a group and is beaten, but not doubled, is the single unit dead as the group has won, and the single unit is the only possible casualty ?

When is the magic phase for spell casting ? Is it during the missile phase ?

Is there a quick reference sheet available for download ?

Thanks in advance

Phil 

 

 
New Post 4/17/2011 7:39 PM
  RebelMike
482 posts
4th Level Poster




Re: Archery and other questions 

 Kreoseus wrote

Hi Guys

I got the rules a few days ago and love them, despite a 100% defeat record so far.

 You sound like me :)

  The rules seem to say that troops with shooting I and II can only fire from the front rank, but those with the long range  abity can shoot from the second rank.

Yes.

Artillery ability - I wanted to buy this ability for a monstrous creature, making it a stone throwing ent. This would make it way superior to a monstrous creature with shooting I. Do I pay 3 ap for artillery (buy shooting I, shoting II, then artillery ) or just 1ap ?

If it was my creature, I would go Monstrous amd buy Shooting 1, and II. That way I would still have movement, a great FS and More.

Then again, I am building a Wolven Artillery unit that is Chained so it has little movment, but is basically, artillery.

Is there any limit to which abilities can be bought together ? For example, if I want a balrog to lead my orc army, do I buy the general for 5ap, then pay another 3 ap for monstrous, spell user and lord and master or are some of these incompatible ?

You could do that, and he would be very powerful, but if someone gets a lucky shot in.. that is a big chunk of your army.

If a single unit fights a group and is beaten, but not doubled, is the single unit dead as the group has won, and the single unit is the only possible casualty ?

If he is not doubled, he is driven back.

When is the magic phase for spell casting ? Is it during the missile phase ?

Shooting Phase.

Is there a quick reference sheet available for download ?

Working on it.

Thanks in advance

Phil 

 

 
New Post 5/26/2011 6:43 PM
  Desaster
15 posts
No Ranking




Re: Archery and other questions 
Wait, the rules do not allow to buy shooting for monsters, actually, you can't buy shooting at all, it only comes free with archer and sling (crossbow?) units.

Can I buy shooting for a general???

I'm confused. The special ability section needs Imho some clarifications.
 
New Post 5/26/2011 10:44 PM
  JRacel
16 posts
No Ranking


Re: Archery and other questions 

Desaster,

My understanding is that you can add Shooting to any unit.  This means that if you have a heavy infantry unit and would like them to have Shooting I it cost an additional 1 point.  If you want to add shooting II it cost a total of 2 additional points (1 point for Shhting I and 1 point for Shooting II).  In this manner any unit can have ranged fire if you pay for it.  Only archers adn crossbows get Shooting I for free as part of their standard cost.

The rules are a little unclear on this, btu it has been discussed here a few tiems recently since the launch fo the new rulebook. 

Jeff

 
New Post 5/27/2011 12:06 AM
  Desaster
15 posts
No Ranking




Re: Archery and other questions 
Modified By Desaster  on 5/26/2011 9:10:49 PM)
Okay, but then why are some special abilities marked with a "+1 AP" and others are not?

Option 1: It doesn't cost an AP, I can add the ability for free
Option 2: I can't buy this ability, but it comes for free with some units
Option 3: Someone hasn't really paid attention while making this table.

Yes, it is a "Rules as written" argument (I understand the "Rules as intended" site), but this can easily spark some discussion because it is not clear.

Well, let's have a look at some other special abilities:

If I add "Chariot" to my general, he gets the +2 bonus for charges, but his stats stay the same.
The other way around, apparently I can add "General" to a chariot, getting the chariot stats and the special rules for the general? Weird.

I understand that MAF is a fun, fluff-driven game (and I don't want to sound like I'm a disappointed customer, I really like the mechanics), but if this is true, everyone will add "monstrous" to their artillery, because 360˚ line of sight and a 5+ save against destruction for 1 lousy AP is pretty awesome.

 
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