Warhammer Dark Omen Forum

Modifications => Troops => Topic started by: Darkmancer on May 18, 2010, 11:29:42 PM



Title: Init and Init modifiers
Post by: Darkmancer on May 18, 2010, 11:29:42 PM
TBA


Title: Re: Init and Init modifiers
Post by: Darkmancer on May 19, 2010, 01:14:04 AM
Stupid modifing time limit.


Title: Re: Init and Init modifiers
Post by: Darkmancer on May 19, 2010, 10:16:49 PM
Another round of testing with olly showed...

I do not believe Dark Omen makes the distinction between the first round of combat and subseqent rounds.  Hence the flail giving constant +2 strenght.

Whoever gets the charge hits first though-out the combat, init doesn't come into it.  Because of this and because SOTHR was the same way, I no longer believe weapons alter Initiative.  We didn't test if it effects if 2 people charge each other.

Also of note:  The leader unit is immune to damage whilst he has remaining squad members.  Any damage to him is not passed on - ie its lost.



Title: Re: Init and Init modifiers
Post by: olly on May 20, 2010, 10:12:25 AM
Shadow Of The Horned Rat Manual - Charging

When a regiment engages an enemy regiment, calculations are made to determine which regiment is to gain the charge and which is to receive the charge. These calculations are based on the regiment's Movement and Initiative characteristics, with an element of chance included too.

The regiment with the highest Movement and Initiative is most likely to gain the charge and will get to strike their foe first as well as be awarded a Strength bonus for the duration of the initial combat round.


Dark Omen Manual - Charging

A charging regiment will ram the enemy's ranks with great force, using thier momentum to rain mighty blows upon them. Charging is strategically important because a charging regiment's momentum and power will give them the first strike in the ensuing melee and also award them additional strength during the melee.


Dark Omen Manual - Changing Ranks

To Change a regiment's ranks (formation) on the battlefield, select the regiment and then press the + and - keys on your keyboard to step through the available ranks. Note that only the front two ranks of bows and the first rank of crosbows can fire, and a "charge" command will be more effective if the ranks are deep.


More info ...
http://forum.dark-omen.org/singleplayer/sothr-game-mechanics-stats-t273.0.html (http://forum.dark-omen.org/singleplayer/sothr-game-mechanics-stats-t273.0.html)

http://forum.dark-omen.org/tools/necrominicon-t466.0.html (http://forum.dark-omen.org/tools/necrominicon-t466.0.html)


Title: Re: Init and Init modifiers
Post by: alavet on May 20, 2010, 11:21:03 AM
have u tested when both regimetns charges "at the same time"? what bonuses take an effect? or it will be calcualted randomly as u said?

as i know, fear effect doesnt applies if both regiment charges.
btw could u explain fear mechanics at DO as well? (and perhars terror).



Title: Re: Init and Init modifiers
Post by: hari8 on May 20, 2010, 03:58:30 PM
How about the Undead Chariot?

If he charges, some men of the attacked units die, like 5 to 7 o 16 crossbowmen or the whole mage sometimes  :-X


Title: Re: Init and Init modifiers
Post by: Darkmancer on May 20, 2010, 08:59:14 PM
No to testing charges at the same time, mainly as it'll be a pain too do. 

RE fear:
You take a leadership check if your charged from the flanks or rear (2x6 side dice vs your units leadership), you also take another leadership check if your charged by a feared unit (from any direction). 

Also if you outnumber the enemy and win a round of melee with a unit that has fear the opposite unit will automatically break.

Terror:
It's impossible to say exactly what happens in DO but I believe it's a fear test with a penalty to the the ldrship score.  I don't believe it works in the same way as the tabletop.

For people trying to balance mods - I'd avoid ticking fear and terror, it'll be quite likely your causing 2 checks against leadership.

Chariot automatically gets a number of hits when it charges, Olly might be able to find out the exact figure as he has 4th edition rules,  in 3rd edition its D3 +1 for every scythe.

The next round of test will involve fear checks and ldership,  then finally i thought of some testes with armour.


Title: Re: Init and Init modifiers
Post by: Mikademus on May 30, 2010, 05:01:56 PM
Also of note:  The leader unit is immune to damage whilst he has remaining squad members.  Any damage to him is not passed on - ie its lost.

That is called the "Look out, Sir!"-rule. Basically, it is thought that rank and file troopers always throw themselves in the way of any danger to their beloved captain.


Title: Re: Init and Init modifiers
Post by: Darkmancer on May 30, 2010, 05:32:43 PM
The difference being in the TT the rank and file recieve the damage on behalf of the captain, in DO the damage is simply lost.


Title: Re: Init and Init modifiers
Post by: Mikademus on May 30, 2010, 06:19:49 PM
Aah, I see! Ok, good--and strange--find!


Title: Re: Init and Init modifiers
Post by: lordbraprus on May 31, 2010, 12:08:47 AM
yeah i ahte when the useless grudgebringer fire ball became totally useless impacting in the captain of regiment :(... and other magics , like activating magic swords and the impacts are absorved by captain.


Title: Re: Init and Init modifiers
Post by: Darkmancer on May 31, 2010, 01:16:03 AM

Dark Omen Manual - Changing Ranks

To Change a regiment's ranks (formation) on the battlefield, select the regiment and then press the + and - keys on your keyboard to step through the available ranks. Note that only the front two ranks of bows and the first rank of crosbows can fire, and a "charge" command will be more effective if the ranks are deep.



Unfortunatly DO overides the rank changes making +/- pointless (even counter productive as it takes time for the squad to reform) execept for ranged units :(


Title: Re: Init and Init modifiers
Post by: olly on May 31, 2010, 11:03:33 PM
Shame...but good to confirm, thnx

:)