I'm new to the Hordes and Heroes rule set, having played Warmaster for years, but was interested in the faster play and more consistent ability to plan and execute moves not reliant on the luck of a dice role. Your rules do this very well. I've had a couple of small games already and have found the rules generally straight forward to follow and interpret. However, over the course of play a few situations arose which we found hard to interpret from the book but were able to muddle through in a friendly manner. However we thought the official interpretation from your good selves would be good to know.
1. To make a turn during movement is free up to 1 point or face of the hexagon, but how much does it cost, in terms of movement points, to turn further than this
2. Is the range of archers always 2? We played a 100 Years War battle and the English player thought the rule to fire over the heads of friendly troops in an adjacent hex but on a lower elevation of interest, however if the range is only 2 for archers then it seems to negate the effectiveness of the formation.
3. Is line of sight assessed from the centre point of the firers hex to the centre point of the target hex, thus explaining if the line travels along the hex edge of an occupied intervening hex the line of sight is blocked
4. What happens to a unit engaged in combat who destroys the opposing unit, does it remain in position, or does it follow up into the vacated hex, or can it reform and face a new direction?
5. Combat involving multiple attackers on a single target is an obvious strategy to play for- bringing to bear overwhelming force. We found on a few occasions it wasn't always a cut and dried victory and sometimes the defender was forced to flee. This raised an issue with the attackers and again following up. Can only one unit follow up as this on occasion handed the initiative back to the defender and allowed him to regroup and assault a less than cohesive attacking force.
6. Could you clarify the Zone of Control rule in combat situations. Do overlapping ZOCs cancel each other out, or just block Command and Control pathways. We had a situation where a unit was assaulted by 4 attacking units- miraculously survived with minor damage and a recoil result- however if overlapping ZOC are still active in combat, this means there is no way for the unit to recoil without going back into the zone of control of one of the attacking units.
7. When a unit following up or pursuing comes into contact with an unengaged missile unit, does this trigger a volley of arrows in the next shooting phase?
Finished at last. Your help would be most appreciated. A useful thing would for you to do a battle report which explains the application of the rules in a variety of situations commonly encountered during the course of a typical game, the battle reports on the website are fantastic but very much a narrative and it would be really useful for obviously very experienced players to pass on some of their knowledge to novice players,
Many thanks and best wishes.
