halon wrote:
Disengagement needs a bit of clarification - if a model tried to move out of melee range, is there a difficulty to this? Also, is there a difference between a model activating and attempting to move out of melee range, and a model getting to reposition (like Frigge) with an ability?
From what I've seen, there's no difficulty of moving out of melee range. The only thing you may run into is a
Reaction: Opportunity Attack should you declare ANY type of move action within an enemies melee range. That said, based on my current understanding, that would not apply to a reposition effect or a follow up from a push as I believe it only applies when triggered by the
ACTION: MOVE. Either way, it could use a bit of clarification imho...
halon wrote:
The turn sequence wording might be a little clearer, as for the first half of the game we were clearing a fatigue token every time a model activated - we eventually got it right when we figured out that clear turns were supposed to happen more frequently.
hmmm, I was also under the impression that at the start of your turn you could remove a single fatigue token from a model, but that model couldn't activate that turn, although he would be then free to react during an opponent's turn. In my test games, clear turns only came about after a round of heavy reactions, where a whole side would end up fatigued or exhausted. I'll have to look into the turn sequence a bit closer...
halon wrote:
Speaking of pushes, does pushing an enemy model into another model, friendly or enemy, do anything special? They don't currently count as hazards, but I'd imagine getting tossed into another gladiator covered in armor and pointy bits wouldn't be all that pleasant.
So far, pushing an enemy into another enemy has no effect, but pushing an enemy into another friendly grants an extra successful hit against the target. There are some special rules and abilities that modify this...
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