2nd Game of WoE

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    Tim Haslam

    Not a long drawn out report I’m afraid.

    Goblins V Knights
    650pts per side.
    A single level 1 wizard per side.

    Things we tried or found out.
    Agreed with others, spears are way too powerful.
    We played that they had one ‘shooting’ use per game. After that just hand to hand use.
    Spells are brilliant, but if you get them off, we had one successful cast in the whole game.
    Big combat units appear a must, so 8/10 infantry spearmen are good.
    The extra ‘run’ order rule that falls out of the rule book on delivery, is a very important rule. It’s a game changer.

    Biggest point, it’s great fun!

    • This topic was modified 5 years ago by Tim Haslam.

    What extra run order?

    Tim Haslam

    I cannot remember the exact wording,

    Something along the lines of, being able to keep a run order dice on a unit at the end of turn. BEFOE the start of the next turn you can then execute another order with that unit.
    Including a charge if you want.

    Superb for getting powerful units into space quickly then charge in before opponents get to do anything about it.

    Mark Lewis

    The retained run order is only for Fast units though.

    Tim Haslam

    I will double check, it does make sense, but not sure it says that?

    Tim Haslam

    You were right!
    I’m wrong, yet again, it’s only FAST units which retain the run order option.
    Thank goodness for that. 😳

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