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Even though the resolving of artillery attacks costs a movement order , I am still curious about mutliple artillery units firing. If I have let's say three thumpers in firing formation, would you place a total of six markers, three markers or just two? Also, if they were still in formation, how many turns would resolving the attack cost?
In answer to the question, you place the tokens for only one firing unit, the other units each give nothing but a +2 bonus to the attack and only one order would be lost when the attack is resolved (ie only the firer counts as "readied").
Actually, if you use an artillery attack formation you only place a single artillery marker. This must be a marker from the main attacker.
The other artillery units give a +2 to the attack roll, but only if the formation is still legal at the time the attack resolves.
Example:
You use an artillery attack formation of 4 units in a straight line (ABCD), the main attacker is the unit on the right (D). During my turn I eliminated one of the middle units (B => AXCD).
Because you now no longer have a valid ranged combat formation (3-5 units, each one touching the base of another unit from the formation), you would get no bonus to the attack when the artillery attack resolves.
Even though all units from the formation receive an order token, only the main attacker counts as readied, so you only loose a single order if the main attacker is still on the battlefield at the start of your next turn.
Btw, resolving an artillery attack does not cost a movement order, resolving the attack costs no order at all.
What you do is to subtract one of your available orders for each of your readied artillery units on the battlefield at the start of your turn, after you have made any Command rolls, to a minimum of 0.
The resolution of the attacks is totally seperate from that and all attacks will still be resolved even if you have 0 orders left.
@Bewulf: "Actually, if you use an artillery attack formation you only place a single artillery marker."
Do you mean SINGLE marker or SINGLE unit's marker(s)? I may just be misunderstanding the statement. The way it is worded, to me means, if you have a single multi-pog artillery unit, you would only place one of it's multiple artillery markers. Is that what is meant? Seems odd to me. The guys I have played with have never used artillery in formation, so this situation has never come to my attention. Thanks.
Bewulf: do you have some clarification on that interpretation of arty formations from WK? The reason I ask is that I brought this issue up a couple months ago on the Envoy boards and after much debate, the rules arbitrator stated that it was going back to the game designers to give a ruling and to date, I have not found anything further about it.
Originally posted by Bewulf Actually, if you use an artillery attack formation you only place a single artillery marker. This must be a marker from the main attacker.
The other artillery units give a +2 to the attack roll, but only if the formation is still legal at the time the attack resolves.
Example:
You use an artillery attack formation of 4 units in a straight line (ABCD), the main attacker is the unit on the right (D). During my turn I eliminated one of the middle units (B => AXCD).
Because you now no longer have a valid ranged combat formation (3-5 units, each one touching the base of another unit from the formation), you would get no bonus to the attack when the artillery attack resolves.
Even though all units from the formation receive an order token, only the main attacker counts as readied, so you only loose a single order if the main attacker is still on the battlefield at the start of your next turn.
Btw, resolving an artillery attack does not cost a movement order, resolving the attack costs no order at all.
What you do is to subtract one of your available orders for each of your readied artillery units on the battlefield at the start of your turn, after you have made any Command rolls, to a minimum of 0.
The resolution of the attacks is totally seperate from that and all attacks will still be resolved even if you have 0 orders left.
Let me try to get this down right. If I have a single arty attack with it's max two pogs, that counts as one attack order. The next round, I resolve the attack by rolling and such, which takes up no orders I would be able to give that round?
Because I was under the impression that attacking costs an order and resolving it the next round costs an order that round.
Also, I'm still a bit unclear on the artillery tokens. Take the #35 Thumper. Target of 21 and blast of 2". Does that mean I have to roll a total of 21 for the attack to hit where the pog is placed? And that the AoE is 2"?
OK, the distinction is a bit on the small side, but here goes.
Choose an arty, any arty, give it an order, lay ALL of it's pogs. The order is to the unit, not the pogs. Beginning of next turn, check to see what pogs you have on the field. Figure out how many UNITS on the field they belong to. Subtract this number from your availible orders for the turn. Then resolve all pogs on the field, using NO orders to do so. Procede with the rest of your turn.
The point is that POGS have nothing to do with orders. It's the UNITS that placed them that deal with orders.
You are correct about the Target and Blast of the pogs in your last paragraph.
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Turn 1
Give your artillery unit a ranged combat order to make an artillery attack an place the corresponding pogs. This is called "readying" the artillery.
Turn 2
Make any Command rolls. Now see how many readied artillery units you have on the battlefield and subtract that many from your available orders, to a minimum of zero.
Then resolve all artillery attacks, this costs no orders.
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So what "cost" you the order in the second turn was not the resolution of the artillery attack, it was the readied artillery unit on the field.
If the readied artillery unit is not on the battlefield, because it was destroyed or loaded into a transport after the ranged combat order to ready it was given, then you do not subtract an order, but still resolve the artillery attack (using the values on the pog).