Tuesday, May 31, 2011

Rule of the Day Challenge # 1 Winner


Firstly, let me thank everyone who sent in emails.  I did receive quite a few emails and was very pleased with the overall turnout.

I will endeavor to do a challenge related to every tournament I attend and potentially more often. 

The first challenge can be found here.

Turns out, the specific question was ultimately invalid as Salamanders are NOT an infantry unit.  DE Assassins can only be hidden in infantry units.  This was something I knew and didn't think about at the time.

I did receive a bunch of answers that "he couldn't be hidden there" but they then failed to provide guidance as to the next step.  I also received a few answers which actually dealt with the situation as if an assassin could have legally been in that unit.

In the end, I ended up with 2 answers that I really liked.  1 which handled the situation from the illegality standpoint and another which handles what to do in such an awkward situation (assuming it was legal).  I've decided to send both emailers a pack of cards.

Answer 1 - Tarjei Aasen
Shadowblade cannot join Salamanders as they are not infantry or war
machines
(they are war beasts). If a player at a tournament I ran had
written down that Shadowblade was hiding in a unit he couldn't join,
I'd rule that he would not show up for that battle, but would award no
VPs to the opponent.

Answer 2 - Joe Rogers
I would just rule he could not reveal himself.  The reason being that if I allow him to be revealed, then I have to follow it up with an arbitrary decision since this for sure isn't covered anywhere in the rules.

So no reveal = I don't have to make up my own rules. 
Allow him to reveal = I have to make up my own rules.
So I'm taking the KISS approach.
If you want more ammo for the ruling, you could say since they didn't cover this pretty common situation in his unit entry, that they didn't intend for it to be possible.
Fluffwise you could say he is swept away with the unit, but you could justify any garbage answer you want fluffwise.

--------------------------------
I loved answer 1 from Tarjei as it is ultimately the correct way to handle the situation.

I also loved answer 2, from the "Rodge", as it is a great approach to handling rules debates for situations not covered by the rulebook.  Simple yet brilliant approach IMHO.

Congrats to both winners.

Thanks again for all the entries.

I look forward to the next contest.

Cheers!
Domus

Friday, May 27, 2011

And now for something completely different...

My wife & I recently painted our 3 season porch and put in new carpet.  Hopefully, we will be listing our house soon in hopes of moving.

I found this beauty as I was cleaning out my armoire I store my gaming stuff in.  My friend brought this to me about 6-7 years ago after finding it looking for books for his kid.

I have the unique distinction of looking just like the pirate in the middle with the big red beard and roundish glasses.

Comparison pic below for those who don't know what I look like.








My son Sean & I had so much fun this day playing out in the snow.

This book is always good for a laugh from me when I find it and I won't ever let it get away from me.

Have a great holiday weekend all!

Don't forget the Rule of the Day Challenge is on until Monday! 

Cheers!
Domus

Rule of the Day - Plague Furnace


Rule of the Day - 05/27/2011


Inspired by Chris Walker from IWFB, I have decided to start occasionally including Army Specific rules. Chris had given me a tip right before ArdBoyz which made a huge difference in my game. The furnace only 'swings' on the skaven turn.

This Buds for you Chris!


The Skaven Plague Furnace - pg 48/49
  • Treated as a mount for the Plague Priest
  • Frenzy / Impact Hits (D6) / MR(2)
  • Furnace & Monks pushing it are unbreakable as long as Furnace still has 1 wound remaining
  • Treats Terrain in the same manner as chariots (FAQ)
  • Unit the furnace is joined to marches, charges and pursues normally as long as the unit has 10 models. For every model the unit drops below 10, thhe unit deducts 1" from the move. If the unit is reduced to 5 or leass models it cannot move.

Billowing Death - Skaven Shooting Phase Only
  • Can't make this attack if in Close Combat
  • Flame template that touches furnace base and in furnace front arc
  • Toughness Test or 1 Wound no Armor save (just like plague censer)

Enshrouded by Fog
  • At the start of any close combat, any unit touching the furnace suffers D6 automatic hits. Toughness test for each hit or 1 wound no armor save.

Wrecker Attack - Controlling Skaven Combat turn only
  • Always Strikes Last (updated in latest FAQ)
  • Artillery Dice worth of Strength 5 hits distributed as shooting with an enemy in base to base and in the front arc of the furnace.
  • Misfire rolls on Plague Furnace misfire chart

Happy Furnace Hunting!

Cheers,
Domus

Thursday, May 26, 2011

Midwest Rampage 6 Final Scores




13th place overall for me! I'm very happy for my first 2 day 8th edition tournament.

Without my mistakes I could have broken the top 5 but I've learned invaluable lessons.

I'm really happy with my painting score also, with a dipped army with no extra highlighting that seems above average. I chalk it up to the contrast the bases provide.

Cheers,
Domus

Upcoming Blog Layout Update



I am finding my blog very bland to look at.

A layout update is totally in order.

I'm gonna have to do some playing while I make changes but feel free to send in any suggestions.

Cheers,
Domus

Wednesday, May 25, 2011

Rule of the Day - Dispel Dice & Broken Concentration (Dispel)

Rule of the Day 05/25/2011

This one came up a couple of times in game at the Midwest Rampage 6 and I think I, and a few of my opponents, played it incorrectly.


Dispel - pg 35


Choose Number of Dispel Dice - pg 35
When dispelling, a Wizard can use any number of dispel dice. Unlike casting, there is no upper limit on the number of dice that can be used in a dispel attempt - though you must use at least one dice from the pool if you wish to attempt a dispel.

Dispel Value - pg 35
...skip to last pararagraph...

If the result on the dispel dice is less than the spell's casting result, the dispel attempt has failed. Furthermore, the Wizard is so preoccupied by his collapsing dispel that he is unable to attempt another later in the phase. Just as when casting a spell, a total natural dice score of 1 or 2 is always considered to be a failure, despite any modifiers. This is true regardless of bonuses, from any source. Note the army can always attempt to dispel, regardless of previous failures.

I'm sure I failed a dispel with my slann, as I think on it more, and dispelled again using his +4. Bad Domus...

Cheers,
Domus

Tuesday, May 24, 2011

Rule of the Day Challenge

I'd like to introduce the Rule of the Day Challenge. This will be a monthly (or more often) rules based contest. I will pose a question(s) and whoever answers using the rules justification I like the best will win a prize.

I pick, no whining please.

Rule of the Day Challenge # 1

After attending the Midwest Rampage this past weekend, I had my eyes open for rules I had to look up regularly or just plain weird stuff.

One of the weirdest things that happened was directly tied to Shadowblade, a special character from the DE book.

He was in a unit of salamanders that had fled a charge. On the DE turn, my opponent revealed him inside of that fleeing unit.

This opened up a few questions;
1. Does he count as charging so would the sallies auto-flee?
2. Would Shadowblade then get to pursue?

We had the TO rule both questions for our game.

So the challenge is;
How would you rule both questions and why? The best answer will receive 1 pack of magic cards, either the TK or O&G set.

Please send answers to ginger_buddha@yahoo.com.

Don't leave your answers as comments, they will be ignored.

**EDIT** - This contest will run until midnight on May 30th 2011 (GMT -6 or U.S. CST).

GL!

Cheers,
Domus

Monday, May 23, 2011

MWR 6 Wrap Up

Midwest Rampage 6

Fifth Midwest Rampage under my belt and definitely one of my favorites. It's a hometime tourney run by a longtime friend Jim Emerick. Anyone who knows Jim & I knows we tend to bicker at times like an old married couple but I look forward to this event every year. I only missed the year my mom passed.

Fun filled weekend with friends, old & new, and 5 intense games of Warhammer. This was my first 8th edition two day tournament.

Friday Night
Got to the venue Friday night to help setup. Helped get tables & chairs that were rented unloaded and all set up for the weekend.


I then proceeded to get a practice game in vs. Scott Kline – my lizards vs. his O&G. Scott’s a great guy and an old friend I hadn’t had the opportunity to play in forever. He is always one of the most enjoyable guys to play on the table. I learned the power of mangler squigs as they wrecked havok on the saurus units. Sadly, nothing else in his army performed even close to those and the slann got up the double bubble (Boosted Speed of Light / Boosted Time Warp). Not much can stand up to double augmented Saurus units (re-rolls to hit? Yes please!).





Spent Friday night at the bar & drinking at the hotel with Tom McClure and new guy Rob Phaneuf. Rob turned out to be a great guy and we spent the weekend hanging out together. His blog can be found here. :-)



On to the games & stuff.

Because I brought a table of terrain for the Terrain contest, I started on Table 3. Turns out I was supposed to play 4 of my 5 games there. My 1 lower table game was because he reversed the tables for game 3 so the top table was the highest number working backwards.

My List
Slann – BSB
Cupped Hands / Std. Of Discipline / Divine Plaque of Protection
Focus of Mystery / Higher State / Becalming / Focused Rumination
Lore of Light
Doesn’t get much more “Super” than that

Skink Priest – Lvl 2
Cube of Darkness

Scar Vet – Lt Armor / Shield
Burning Blade / Glyph Necklace

Scar Vet – Great Weapon
Armor of Destiny

30 Saurus – FC
30 Saurus – FC
30 Saurus – FC / Spears

6 Chameleon Skinks
6 Chameleon Skinks
6 Chameleon Skinks

4 Terradons

1 Ancient Steg

2 Salamanders with 8 Handlers
2 Salamanders with 7 Handlers

3000 pts exactly

Game 1 – Scott Tipsword O&G
Orc Warboss - General
Armor of Fortune / Crown of Command

Night Goblin Great Shaman – Lvl 4
Staff of Sorc / Talisman of Endurance / Ironcurse Icon

Black Orc Big Boss – BSB
Talisman of Preservation

Orc Shaman – Lvl 2
Dispel scroll

40 Orc Boyz – FC
36 Savage Orc Boyz – FC
25 Black Orcs – FC / Banner of Eternal Flame
35 Night Goblins – FC / Nets / 3 Fanatics
34 Night Goblins – FC / Nets / 3 Fanatics
2 Goblin Wolf Chariots
2 Goblin Wolf chariots
1 Goblin Wolf Chariot
1 Orc Boar Chariot
5 Wolf Riders – Muso
1 Pump wagon
1 Giant


Scott is running the nicest list ever and I gave him my only +2 comp adjustment. We are playing the Dawn Attack scenario. Random deployment really messed him up as his general & bsb ended up on his right flank far away from the rest of his army.

My combat units were in my center / left flank and my salamanders were on my right flank and hoping to panic some units out of BSB / General range.

Fortunately for Scott, fate decided we needed a more even playing field as my Slann got sucked into the warp on turn 2. (I played cupped hands with a 24” range all weekend – DOH).

Lots of pics from this game but very few details. I used salamanders in combat to take out the pump wagon after panicing a goblin unit off the board. Getting the flank on his generals unit and ignoring the Black Orc / Savage Orc units ultimately gave me the win.









Game 2 – Steve Grunwald Empire

Gen. Of Empire – General
Sword of Sigismund
Dawn Armor

Arch Lector - GW
Speculum / Armor of Silvered steel
Luckstone

Lvl 4 Light Wizard
Scroll / Holy Relic

Captain – BSB
Armor of Meteoric Iron
Dawn Stone

Lvl 2 Wizard – Heavens
Seal of Destruction

Warrior Priest- GW
Ench. Shield
Biting Blade
Ironcurse Icon

Engineer – Pigeon Bombs
Engineer – Pigeon Bombs
Engineer

3 x Mortar
1 x Great Cannon
1 x Hellblaster

20 Crossbows – FC / Banner of Eternal Flame
20 Handgunners – FC
38 Halberdiers – FC
37 Greatswords – FC
30 Flagellents - Prophet

Solid empire list, sure to bring the pain and shut down my magic.

His anti-magic kept my magic phase shut down the entire game. I think I cast one spell. I rolled at least 1-2 6 dice spells every phase and just could not get the IF (hoping to then pass it on to his level 2 in the building). Not having speed of light on saurus really hurts em.

Meeting Engagement with Diagonal deployment. Steve castled up his warmachines in the corner and his 2 big shooty units in buildings. Flagellants + cannon come in reserves. My terradons were my only unit to come in reserve.

My saurus units were setup with 2 in the center and 1 on my far right end of my DZ to provide a distraction.

I got the first turn & marched the Stegadon right out in front – hoping to bait him into charging with his GS unit and hoping he would come up short (he needed a 9 or something big). Salamanders started flaming units in buildings but none would panic.

Steve charged the steg, made the charge and then proceeded to kill it in one round of combat (which wasn’t what I expected at all). He formed his horde formation GS unit into a 5 wide 40 man unit.

I was able to charge in with Saurus & Slann to the front and a saurus unit in the flank. His flagellents were on the board and headed for the rear of my spear unit. This combat lasted multiple turns. After I had killed down enough of the greatsword unit he managed to get his big halberd unit in the front of my spearus unit.

I had the opportunity to block his flagellants with my remaining uninvolved saurus unit and really should have taken it. The flagellants later hit my saurus in the rear and did 17 wounds on the charge. The real problem here was that the GS unit was still alive with 1 model & an arch-lector (who was locked in a challenge with the Slann he couldn’t hurt). Over 3 rounds of combat I was able to put 3 attacks on his GS per turn. I wounded only once each time and he managed to make his 5+ armor save every time. This saved his halberd unit.

I eventually got my other unit of saurus in the rear of his flagellants where I managed to do a boat load of wounds and after 2 rounds of combat managed to break the halberd unit. Sadly, everyone was in combat with someone else so I couldn’t pursue. I got freed up on turn 5 but couldn’t get to any of his units in turn 6.

Win to the Empire.






Game 3 – Sean Rogerson DE

Supreme Sorc – Lvl 4 / General
Darkstar Cloak / Black Dragon Egg / Seal of Ghrond
Dark Magic

Shadowblade

Master – BSB
Pendant / Biting Blade

50 Corsairs – FC / Sea Serpent std
2 x 10 Crossbows

20 Executioners – FC
20 Black Guard – FC / Banner of Murder
20 Black Guard – FC / Whip of Agony

2 x Hydra
2 x RBT


I was really tired for this game – it was the Watchtower scenario. I ended up having to look up too many rules issues and I think it hurt my opponents enjoyment of the game. My apologies Sean if you are reading.

He won the tower and deployed a unit of 10 xbowmen in it. This enabled me to assault the building, punt them out and take it over with a 30 strong saurus unit with a hero in it. I kept the slann nearby and kept speed of light up the whole game and managed to bounce 2 Frenzied Corsair horde assaults, and 2 Black Guard assaults.

Shadowblade was in a Sallie unit which fled a charge. He revealed shadowblade while my unit was fleeing. We weren’t sure what to do. The TO ruled that my unit would flee but he couldn’t pursue. Unfortunately, he was sitting right next to a unit of chameleons.

Win for the Lizards.
Pic Fail. :-(



Game 4 – John Hartigan – Lizards

Slann – BSB
Mystery / Focused / Becalming
Lore of Shadow
Std of Discipline / Cupped Hands / Ironcourse Icon

Skink Chief on ancient Steg
Warspear

Skink Priest – Lvl 1
Scroll

Scar Vet on Cold One – Lt Armor / Shield
Dawn Stone / Venom of Firefly Frog

24 Saurus – FC
20 Saurus – FC
16 Skinks / 2 krox – FC
10 Skinks
10 Skirm. Skinks
10 Skirm. Skinks

16 Temple Guard – FC / Banner of Eternal Flame
Stegadon
5 Chameleons
4 Terradons

2 Sallies
1 Sallie


Back on my terrain table again (3rd game on this table now).

John & I had the best game. We both knew what the other could do and played a back forth positioning game for a few turns. I was going to focus on his left flank which was out of the 12” slann bubble (Saurus, Skrox, Ancient Steg with Chief) and take those points. My game plan completely changed when his Slann miscast and killed all but 5 of his TG. I charged in and managed to ultimately get the TG dead and 4 wounds on the slann.

My steg managed to kill his ancient with Chief (& he got the charge but I was timewarped & later had speed of light). My salamanders proceeded to then wither a saurus unit down and I then charged in with saurus in the front and sallies in the flank.

John played a great game. He used the lore of shadow and was debuffing my units like mad (even with Becalming). I just got lucky in the end and had enough points for the win (I was up by like 200 VP I think).




Game 5 – Marty Gaska – Lizards
Slann – General / BSB
Cupped Hnds / Ironcurse
Mystery / Becalming / Focused

Chakax

Scar Vet – Lt Armor Shield
Sword of swift slaying / Venom of Firefly Frog

Skink Priest – Lvl 2
Scroll

Skink priest – Lvl 2
Channeling Staff / Cloak of Feathers

2 x 30 Skinks / 1 Krox – FC
25 Saurus – FC

2 x Steg
24 Temple Guard – FC - Sword of the Hornet on Champ

2 x 1 Salamander


Blood & Glory – Back on my table again but asked to swap and got the nod.

My plan was to kill Marty’s 2 Skrox units, 2 salamander units and 1 saurus unit to win the game.

I deployed a saurus unit on my left flank to get a skrox unit, one in the center to tie up his TG (with my steg also) and the other saurus on my right flank to get after his other skrox unit. Both sally units were on my far left flanks to burn Skrox / Saurus units.

Marty won the first turn and took it. His salamanders were largely ineffective and his slann didn’t get much off without 6’s.

My first turn saw my salamanders panic the saurus unit off the board (thx to the building behind them). I put a couple of wounds on his baby steg with my chameleons (I should have focus fired the skrox though in hindsight).

His turn 2 had him moving up again (no charges yet though he could have). His magic & shooting didn’t get a lot done. My turn 2 was pretty amazing. I charged his steg in the middle with my steg and my saurus unit (which was split so got a flank charge unfortunately). I charged his sallie on my left flank with saurus and both sally units opened up on the skrox unit over there reducing it to 5 models (but no panic). I made short work of that sally and overran into the 5 man skrox unit. I charged the skrox unit on my right flank with saurus and won combat but the unit held. I also moved my slann out to support both units with LD / BSB and stay within range to steal the enemy slann’s 6’s.

What a great turn. I knew I had it in the bag. This knowledge ultimately cost me the game.

Marty turn 3 – He charged my spearus unit in the center in the flank with his TG. Charged his steg at my slann but failed the charge (oh how I wish he had made it). Magic phase. I had like 6 dispel dice to his 8-9 power dice.

Throne of vines was cast – I used the Cube of Darkness and got a 3 so I failed to end the magic phase.
Flesh to stone was cast on the skrox unit on my right flank. Clearly I could not fight T6 skinks (yes I had it wrong in my head as I’ve always got the Throne version off) so I used 4 dice to dispel it. He then cast dwellers on my slann. I failed my dispel attempt and then rolled a 4 for my Str. Test.  Marty wins as my Slann was 3 of my 6 fortitude.



I never once thought that if he could take out my slann he would win. A mistake I shall never make again.

Great game. My overconfidence, dice, and the mistakes (not saving for dwellers and/or trying to stay out of the 18” range). It stung a little to lose to 1 spell, I will admit, but I bow down to Marty’s genius move at the end. I learned a lesson (one I knew) about 8th edition I will keep with me throughout the entire edition.

I ended up with 3 wins and 2 losses for the weekend and was very pleased ultimately with that record. I got to spend the weekend with some great people in our hobby.

The venue was a little cramped and the Best General scoring was a little difficult to decipher. That was resolved after turn 2 with a distributed scoring sheet which helped a ton. Some of the terrain was a little our of hand. Emerick has heard all of this from me and seems to be listening and already planning improvements for next year. When you think about Jim setting this all up from Portland, Oregon, it really was a well run show.

The weekend only proved to me that my decision to come back to the game after leaving early in 8th was justified. The people make the game great and they are 100% of the reason I came back.

Midwest Rampage Wrap up Soon

Wiped out today.

Went 3-2 over the weekend and I was really pleased with my first 2 day 8th edition tournament.

Great people, great games, great mistakes (by me) all led to a wild & wacky weekend.

Full report coming soon.

Cheers!
Domus

Friday, May 20, 2011

Midwest Rampage

The rampage is tomorrow! WOOT

More info on the Rampage can be found below.
http://midwest-rampage.jimemerick.com/

I head to the event this afternoon to help with the setup and then to get in a practice game(s). My lizards and I leave in 4 hours.

Dice roll in 21.5 hours.

I will be tweeting from the Rampage all weekend. Follow me there
@ginger_buddha

Cheers!
Domus

Wednesday, May 11, 2011

Rule of the Day - Moving Backwards / Sideways

Rule of the Day 05/11/2011

More rules I've personally been having a tough time remembering.

pg 26
Moving Backwards
Units can not only move forward, they can also move backwards. To represent this, a unit that moves backwards at half rate, i.e. it counts the distance moved as being double what it actually is.

Moving Sideways
To get a body of warriors to move to either flank is no small challenge, especially if you want to maintain a viable fighting formation (as you do). To represent this, a unit that moves sideways moves at half rate, i.e. it counts the distance moved as being double what it actually is.

Units MAY NOT mix forward, backward and/or sideways movement as part of the same move. Remember that units can only wheel when moving forwards.

Cheers,
Domus

Tuesday, May 10, 2011

Rule of the Day - Dividing to Conquer

Rule of the Day 05/10/2011

Been skimping lately on the Rules of the Day so I'm getting back to it now folks. One of the nice things added in 8th edition is a consistent way to deal with fractions.

Dividing to Conquer - pg 7
Sometimes you'll be called upon to dived the result of a dice roll, a characteristic or some other value. Where this happens, any fractions should always be rounded up.

Nice, neat and tidy rule telling us always how to deal with fractions. I'm a fan of consistent rules.

Cheers,
Domus

Monday, May 9, 2011

Warmachine - A dabbling

First dabble into Warmachine. I've yet to play the game.

First figure I've painted in ages and it felt really good. I tried to stay simple and neat but add a unique factor in the form of the "water drops" on the jacks body (primarily the shoulders). There is lots more that could be done but as this is a secondary game system for me, at least at the moment, this is as far as I'm willing to take it.









Cheers!
Domus

GW updated the WHFB FAQ's

The updated FAQ's can be found on the GW website.

Updated FAQs
Warhammer BRB
Beastmen
Demons of Chaos
Dwarfs
Dark Elves
Orcs & Goblins FAQ added
Ogre Kingdoms
Vampire Counts
Warriors of Chaos

Big Changes I noticed
Inspiring Presence is now optional
Okkam's Mindrazor now using the unit's LD
1+ doesn't auto-fail to wound (*you need magical help to wound on a 1+ though)
Characters must move to Front Rank if able (No more scaredy-cats in the 2nd rank)

Cheers,
Domus

Thursday, May 5, 2011

Twitter and Gaming



Inspired by Rhellion's Tabletop I too will call for more gamers to head to twitter to build a better Twitter wargamer community.

When I first heard of Twitter I thought it was crazy and who in their right mind would do such things. It's kind of neat though to chat with gamers worldwide if you have a question about a unit, rule, lingo, etc... Most of the popular podcasters are regulars there as well.

I know I post the Rules of the Day there, any mini progress I happen to make, random smart-ass comments and other general musings. I do follow a few of my favorite celebrities as well (Tosh.0 is hilarious) for the humor aspect.

Here is a list of my favorite Twitter posters you should definitely follow:
@ginger_buddha - This is me! My buddy Joe Rogers from Pointhammered coined this nickname for me after 20 years of being Domus. Nicknames are fun!

@Rhellion - A very active hardcore gamer. This guy is a huge part of the reason I stuck with Twitter as his posts from Adepticon were just flat awesome. Helped me feel like I was there.

@Heelanhammer - Dan Heelan, major Twitter poster from the Heelanhammer podcast
@Baddice_podcast - Ben Curry and Ben Johnson of Bad Dice
@Garagehammer - The Garage Hammer podcast
@Voxcaster - Games Workshop on Twitter
@FBroundup - Fantasy Battle Roundup, great blog and regular Twitter poster
@bluntforcegamer - another great Twitter poster, blogger, and podcaster
@Brohammer_Cast - Erik Lindley from Brohammer Cast (Tom McClure posts here sometimes also)
@tom_mcclure - a great friend and gamer
@the_xenite - Another good friend and a guy now providing sculpting tips via Twitter

If you sign up just look to see who I am following and you will get an endless stream of gamer goodness!

Cheers,
Domus

Wednesday, May 4, 2011

May the 4th Be with You!



Happy Star Wars Day!

Someday my son will be really upset with me for blasting his pics all over the internet. Until then, it's fair game.

Cheers!
Domus

Tuesday, May 3, 2011

Rule of the Day - Reforming

Rule of the Day 05/03/2011

There are a number of times when units can reform. Some require LD tests, some apply break test modifiers, some require musicians, etc... It's a bit crazy to try and keep all straight. Here is what I see as a definitive list on reforming.

Reforming
Keeping the Centre point of the unit the same, arrange the unit into a new formation of as many ranks as you wish. Remember that none of the models in the unit can move more than twice their Movement rate.


**NOTE - The current BRB FAQ does not require the centre point of the unit to remain the same when making a combat reform. - edited 05/04/2011**

Normal Reform - pg 14
Sacrifice All Movement & Shooting

Swift Reform - pg 95
Musician Required
Leadership test required to reform
Happens during Remaining Moves
Unit Can't March but can shoot (-1 applies)
*unless it has a move or fire weapon obviously

Charged a Fleeing Enemy - pg 23
Must complete a charge against a fleeing enemy
Move into contact with the fleeing enemy and stop
Leadership test required to reform

Rallying a Fleeing Unit - pg 24
When Fleeing unit srally they immediately reform

WIPEOUT - pg 53
If your side completely wipes out the other you automatically restrain pursuit and may reform
*note certain situations may require you to overrun (Frenzy for example) which may negate this

Combat Reform
Reforming From Victory - pg 55
Your Unit Wins or Draws Combat but the enemy did not flee
It cannot be used to get a model out of base contact with the enemy
Can not be engaged on more than 1 facing

Reforming Amid Defeat - pg 55
Your Unit lost combat but did not flee
Leadership test required to reform - this is subject to any modifiers unless your unit is Steadfast/Stubborn/Unbreakable
Can not be engaged on more than 1 facing

Restrain Pursuit - pg 56
Enemy lost the break test & fled
Your unit passed test to restrain
*note certain situations may require you to pursue (Frenzy for example) which may negate this

Unit Types
Fast Cav - pg 68
Skirmishers - pg 77
Both types of units are allowed to reform as many times as it wishes during its move, even if it marches, provided that no model ends up moving a numbe rof inches higher than double its Movement rate.

Cheers,
Domus