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I have a bunch of questions relating mostly to Vampire Counts, but also to general rules. I'll number for ease, thank you in advance for any time and help.
1. If Black Knights charge with Lances, do they then use lances in round 2 of combat or switch to hand weapons? Do the lances have the 'Wight Blade rule' like hand weapons?
2. Can a vampire cast Invocation of nehek on a unit in Combat
3. Can a vampire cast Invocation of nehek on a unit whilst he himself is in combat.
4. For each round of a game, is it correct that you only resolve combat once? (ie, in one round I take my turn and decide to charge. After other movement, magic and shooting is done I resolve this combat. Do we then look to see who has one the combat, or do I wait until the other player has taken their turn this round and then look at wins, losses etc.)
5. Following on from above - is this the correct sequence of combat.
B. Complete magic / shooting
C. Do my attacks as I charged (or is it whoever has highest initiative regardless of Charge?)
D: Other player attacks back
-- turn ends--
A: Other player does movement / magic / shooting
B: Other player does combat (same battle as above, initiative goes first lets say his unit)
C: I attack back.
- In summary - I charge, attack, he attacks back, he attacks then I attack then we resolve based on combat resolution stats. OR do we resolve twice per round after each players turn?
6: What would you recommend as a decent safe 500 point army that is not overly vunerable but not without teeth. I gravitate towards certain units but I just want to get a general idea of what is standard and neccesary. I would imagine many of you will respond with "play what you enjoy" but I want to know basically if I'm doing something very wrong with selections so a few suggestions on standard 500 point safe lists would be awesome. I don't want anything over powered - just some ideas and pointers of stuff that works.
7: If a unit with 2 ranks is flank charge by a unit with 2 ranks (each 5 accross) do you only attack for the number that are in base combat? (ie 3/4 units attacking the outside 2).
8: Follow on from above - if more than 2 wounds are caused by the 3 attacks, do they follow on deeper into the unit?
9: Does the overrun rule apply to undead? ie: if a unit of horsemen charge 10 zombies and wipe them out in 1 go, do they overrun 3 x D6 potentially into another unit which counts as a charge? Givent he unit isn't running away I wasn't sure if it applied.
10. When playing a battle, so far all I have done is 2 sides face off, little or no terrain (my playing partner doesn't seem a fan of terrain). Is there specific map types we should play on, or scenarios anyone would recommend to add a bit of randomness?
I'm sorry for putting down so much in one thread, any answers to any of the questions would be very helpful.
Thanks for your time.
Falgorn - Vampire Counts Army, "The Violet blood Drinkers".
To clarify question 2. and 3., Unless a spell is labeled as a magic missile, has a specific restriction or requires line of sight to your target, you can cast it in combat. This is a big chage from 6th edition, in which spells were poorly worded at best on this matter.
4. Under the current edition, The charging player strikes first, unless you fight a unit or character with the "always strikes first rule". In that case initiative is the tie breaker. In subsequent rounds of combat, you go by initiative (great weapons go last regardless of initiative at this point). Combat is resolved at the end of each combat round. (meaning during your turn and your opponents!) That means you charge in, you kill some stuff, your opponent kills some stuff back and you tally it up for the break test. If neither parties break, they will continue to fight next round.
These rules will be changing very soon with the new edtition around the corner, so keep in mind to carefully read the changes when the rulebook is available.
5. That structure is technically not correct. Assuming you go first, the turn ends with your opponent's combat phase.
Turns are full back and forth rounds You go, then I go, this ends turn 1.
6. Assuming you are not playing under warband rules, anything can work at 500 points. It all depends on what you think you will be facing the most. If you are allowed a rare (should be able to, but certain leagues use different rules sets) a Varghulf is a strong asset at that point level. He is very fast, durable and his very reliable in combat. There are few lists that will easily counter him. Ghouls tend to be the troops of choice at that level due to their durability. A dread knight vampire can be a versatile tool also, since he will get high strength attacks, a good armour save, and enough speed to take on skirmishers on his own if need be.
7. You always maximize combat frontage. If you can get your 4 models corner to corner Vs the 2 "flanked" models.
8. You will keep removing casualties until there are no more "rank and file" models in the unit. Characters will not take combat wounds from the deaths of average joes. If you kill enough models so that none are left that could initialy fight, no attacks are made back.
This will change also with the next edition, so keep this in mind.
9. Undead pursue and overrun as per normal rules, less they have a special rule that specifies otherwise. (Example: the empire steam tank specifically cannot pursue or overrun as per it's own movement rules)
10. There are multiple scenarios you can find online and in the core rulebook. You can play with set terrain if you wish, failing that (This is only in my opinion) a 6x4 table should have 4-6 pieces of terrain. Terrain is always a factor in any battle, and cunning generals need to learn to use it to their advantage.
You need not be sorry for any questions you may have, it's not a stupid question if you don't know the answer.