BDD 209 – Warhammer Buildings

Warhammer Buildings

Warhammer Buildings

Following on from a lot of questions at the Throne of Skulls I take a look at the rules for Warhammer Buildings .

Buildings often throw up some odd situations so I go over the rules and give a commentary on each section of them.  I talk about the ways that the rules work and how they can impact the games, as well as things that you should watch out for when interacting with buildings.

Some of the often misplayed sections that I cover are;

  • Garrisoning a building, including what can and can’t enter a bulding
  • Charging a building and maximising to it
  • Shooting, especially with template and War Macines
  • Combat and combat resolution
  • The Building FAQ’s

If there is anything else you need to know you can get in touch and I will cover it in a future episode

Feedback

If you have anything to say about this episode feel free to let me know by leaving a comment below or sending an email to bencurry@baddice.co.uk

I look forwards to hearing what you have to say!

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BDD 199 – Virtual Pivots

virtual pivots

Virtual Pivots

In episode 199 I talk about the rules for virtual pivots. There are no hard and fast rules on how pivots interact with the 1″ rule, particularly when it comes to random movers like the Hellpit Abomination so I look at the different interpretations and how it is commonly played.

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I look forwards to hearing what you have to say!

 

 

BDD 185 – Order of the Close Combat Phase

Close Combat Phase

Order of the Close Combat Phase

This is the third part in the series of episodes about sequences in the game, this final instalment is all about the close combat phase.

The Close Combat Phase is probably the most detailed and rules heavy part of the game.  i would say in game play alone it is the movemnt phase that is king but the amount of rules in the combat phase is very daunting.

The are a number of areas that are better broken down into sections.  These are Pre Combat, Combat and Post Combat.

Pre Combat

  • Starting the close combat phase, the player whose turn it is can choose the combat to fight first. After thta you get into the order of the start of combat actions which take place in the following way
  • Make Way, Fear and abilities like Nurgle Rot are all at the same time, the players turn is the decider.
  • Impact hits
  • Challenges

Combat

  • Striking order in Initiative steps
  • Allocating attacks at each step
  • Breath weapons at each step, decided to be used before rolling to attack for that step
  • Resolve Combat Resolution

Post Combat

  • Reforming – Roll off if both players want to attempt. winner chooses order
  • Decide to Persue
  • Roll to Flee
  • Roll to Persue
  • Reslove Flee
  • Reform and restraining units
  • Move persuers, controlling player chooses the order to move the units.
  • Move on to the next combat and repeat.

Feedback

If you have anything to say about this episode feel free to let me know by leaving a comment below or sending an email to bencurry@baddice.co.uk

I look forwards to hearing what you have to say!

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BDD 184 – Sequence of the Magic and Shooting Phase

shooting phase

Sequences In The Magic and Shooting Phase

This is the second part in the series of episodes about sequences in the game, today is the Magic and Shooting Phase sequences.

Both of these phases are very similar.  The magic phase has some things that are to be applied at the start of the phase and then you move on to generating the winds of magic and bonus dice.

The key things to remember in the magic phase are:

  • Some spells and rules are done at the start of the phase.
  • Broken Concentration effects the use of scrolls if your Mage has failed to dispel
  • A Vortex moves at the end of the phase
  • Remains in Play spells can be dispelled at any time.

The shooting phase is simple and the only things I would consider to be of note are:

  • Choose a unit and resolve its shooting.
  • If the unit has a character in it then he shoots at the same time as the rest of the unit.
  • Resolve any panic tests as they are inflicted.

Feedback

If you have anything to say about this episode feel free to let me know by leaving a comment below or sending an email to bencurry@baddice.co.uk

I look forwards to hearing what you have to say!

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BDD 183 – Sequences In The Movement Phase

movement phase

Sequences In The Movement Phase

The Warhammer rules are based a lot on strict orders and I cover the Movement Phase sequences in this episode.

Start of the turn is exactly as it sounds.  Lots of things can happen here and they are always specified in their own rules.

Next up is Declaring Charges.  This is very simple but also quite complicated.

  1. Declare a charge
  2. Declare reaction
  3. Resolve reaction and all things brought on by that reaction.
  4. Possible test to Redirect Charge
  5. Return to 1 or move on.
  6. Take any frenzy tests required
  7. Choose a unit to roll charge distance and move charge or failed charge.
  8. Choose another unit to resolve until all are completed

Moving onto Compulsory movement and this one is quite easy.  Rallying, Fleeing and moving.  Rallying must come first.  Test to rally and resolve the reform or flee move then continue on to the next unit.

The Remaining moves section of the movement phase is an area that has the most flexibility but also a few key orders.  Aside from the fact that you should pick a unit and move it before moving onto the next you also have tests to perform for Swift Reforms and Marching.

  • Choose a unit
  • Decide if you want to March or Reform or move.
  • If Marching take a test and perform the march move.
  • If Swift Reform is desired take the test and carry out the manoeuvre
  • Move your unit.
  • Choose a new unit.

Tomorrows episode will cover sequences in other parts of the game

Feedback

If you have anything to say about this episode feel free to let me know by leaving a comment below or sending an email to bencurry@baddice.co.uk

I look forwards to hearing what you have to say!

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BDD 179 – Warriors of Chaos FAQ’s

Warriors of Chaos FAQ's

Warriors of Chaos FAQ’s

I talk about some of the Warriors of Chaos FAQ’s that have been popping up over the last week on the forums and sent into me via email.

The rules I cover are

  • Soul Feeder – How this interacts with the Stomp and Thunderstomp rules and also how it works with simultaneous initiative steps and the character with that ability getting killed.
  • Warp Flame – Is it a flaming attack and how does it work with Regenerate if the regenerate rule has been removed during that phase by other flaming attacks.
  • Warshrines – What happens when a Warshrine with a character mount has the character killed.
  • Glean Magic – How does it work with spells that rely on their own Lore Attribute instead of the Tzeentch Attribute.

I give my thought on these rules and try and show some precedent from else where in the game as to how to handle them.

Feedback

If you have anything to say about this episode feel free to let me know by leaving a comment below or sending an email to bencurry@baddice.co.uk

I look forwards to hearing what you have to say!