V12 CK

Started by martin goddard, November 07, 2021, 08:42:17 AM

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martin goddard

I will send out a V12 of CK in time for Monday morning. Just in case someone is playing a game Monday morning.

Small changes
1. -1 per bow unit in fight
2. Rough hills included in "going forward units"



martin :)

Stewart 46A

Thanks Martin,
What about getting out of difficult terrain if no enemy adjacent?

Stewart

Moggy

Thanks Martin

Will be set for my Tuesday game. Thinking of Roman vs Carthage this time. Just to try out artillery and hefalumpfs.

Will answer your questions again.

Derek

martin goddard

Derek
i will check the artillery ad elephant rules. we have not used them yet.

Stewart, I forget. will get it done today



martin :)

martin goddard

Artillery now hits on 5,6 with no target save.
Getting out of scenery or sideways is free if noew occupied zone has no opponents on faces


martin :)

Moggy

Will see on Tuesday. Looks like Elephants are just a way of getting an extra 2 dice in a zone for fighting for the first one although they are blocked from some terrain. As they are the same points cost as skirmishers it sounds likely.


Going with Carthage

2 x Vet Cav Armd Shield
1 x Trd Cav Armd Shield
3 x Sk Cav
5 x C/Ord Inf Trd shield
4 x Aux Trd Shield
3 x Sk
1 x Artillery
2 x Trd Elephant                    299 points

against Imp Roman

2 x Vet C/Ord inf Armd Shield
6 x Trd C/Ord Inf Armd Shield
2 x Trd  Aux Armd Shield
3 x Sk                                   300 points.

Going to try a randomised placement of terrain. Players select which items they wish to move from end columns, roll for it then its diced for where they are placed.

Will let you know how that ends up.


Derek