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The Horus Heresy: Betrayal at Calth» Forums » Rules

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Someone eager to explain something about the rules?

Thanks.
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Dave Kidd
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A guy in AUstralia posted this on Warseer this morning (after getting a play of the game in store)....

"Basic Review Time.

So I played my first game today and I enjoyed it. There is a little tactical and a lot of luck to the game, especially with the big things.

I will explain the dice first. There are 12 dice in the box and each has a Critical Hit, two Hits, two Shields and one blank. These are used for everything.

Start of each round you roll for initiative, except the first round which is determined by the mission, each player rolls 3 dice + 1 die for each veteran sergeant they have on the board. A Crit is worth 2 points and a hit is worth 1 point. The player with the most points goes first.

Play alternates between players activating one of their units and preforming one action. Each unit has the ability to preform a total of two actions in a round. The actions are as follows:

Advance: Move the group 1 Hex.

Run: Move the group two Hexes. You can not run if you are next to an enemy.

Consolidate: Move a model to an adjacent hex, joining a different group. You may be able to create a new group, but this was not covered. You may also be able to move more than one model or even completely rearrange all the models in the two hexes any way you want. Again the staff member didn't go that deep in to it.

Shoot: Fire all models in the group at an enemy group they can see.

Assault: Move the group one Hex and make an attack against an adjacent enemy group.

Missions can contain special actions specific to the mission.

When attacking, ranged or assault, you calculate the value of all models in the Hex and roll that many dice. If you roll a any Critical hits amongst the dice, they can be used to trigger the effect of any weapon in the group, your choice.
After resolving the effects of the Criticals, you pick a model in the target group to be the first target. That model must now roll saves against the attack. He will roll dice equal to his Armour value. For each shield rolled, remove one Hit or Critical hit die from the attack pool. Then apply the remaining damage to the target model until it has taken an amount equal to its stamina. The target model is removed. Pick a new target model in the group and repeat until there are no more Hits or Crits left.

If a model does not die as a result of loosing all its stamina in a single action then it is returned to full health. No would counting.

Here are what some of the weapon criticals are:

Bolter weapons: Each crit can be used to remove an activation from the target unit.

Plasma: Each crit gives the attack an additional die. Though if the second roll is also a Critical then something bad happens to the group. In our game it did not happen so I do not know what the bad thing is.

Melta: If the target is with in a certain range, the first target model gets no armor saves.

Power Fist: Ignores armor.

That is all I got to see in action. Some how I missed what the Assault Cannon does for its critical.

Oh and one more thing. When targeting the Contemptor, you randomly determine what location you hit with a deck of cards. Each location has different Armour and Stamina values.

There was a command deck but we did not use that, so I have no idea what is in it or how it works.

I found the game enjoyable. I am not sure on the replay-ability with only 6 missions in the book. But that being said I think it is possible to make your own easily enough. Eagerly awaiting my copy in the post now."

Sounds pretty good to me, very much like a more advanced version of Battlemasters. And it seems like there's more depth to be discovered yet
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Thanks for the answer...


Do you think it is a game system? I mean, there will be more expansions, rules, minis...
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Dave Kidd
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Sadly I don't think so. There is supposed to be an extra mission published in next week's White Dwarf magazine and I'm pretty sure miniatures from the game (or most of them anyway) will be released at some point in the future as part of a new line of plastics to support the Forgeworld Horus Heresy setting, but I don't hold much hope for this game system itself having much in the way of future support....
I think this really is just a gateway product but as such it's a very tasty one....
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Thanks again Dave.


This game has appeared just when I´m in love with Horus heresy novels.

They´re simply fantastic and I have already preordered the game.
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Rog B
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I'm quite intrigued by the board game rules. I appreciate that its going to be a somewhat tacked on 'freebie' since the main point of the box seems to be selling a cheap plastic generic army for getting started in 30k but it could be quite a nice little game.
And it might also get people playing who normally recoil in horror at the sight of a tape measure. (myself included, these days)

im not sure why GW decided to make both sets of sprues grey though, surely blue/red like Space hulk would have been a better choice for those that dont paint. (and also matches the Ultramarines/WordBearers schemes)


also, heres a look at the rulebook. its more of an unboxing but gives a vague idea of the style of game.
https://www.youtube.com/watch?v=AX2ZYvbxckc
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John Paul Messerly
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Spikeybits just released a 'Learn to Play' video where he goes through the rulebook showing each page and talking through the rules.

I like what I'm seeing. The positional play where the defender is pushed back if he loses more models sounds interesting. I also like not having to track wounds and that weapons are generic but have custom crit results. My first thought was that GW has finally embraced modern game design by using custom dice for combat resolution... but then I remembered they started doing that 20+ years ago with Blood Bowl. I wonder what the first game was to do that? It's become the standard in the past few years but the ideas has been around for ages...
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Exupery Ether
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I am very interested to pick this one up, to play it with my kid, who is 7 years old.

I see the game includes a number of cards.

Are the cards absolutely necessary to play the game or can you ignore them?

I know, it will not be the same game anymore but still, it will be mighty fun to be able to play this game with small kids.
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I think this is probably a little beyond a seven year old to enjoy fully, you could play it but I think most of the nuances of tactics would be missed at that age.

GW Age of Sigmar is heavy on heroics and pretty simple in rules, I think a 7 year old would back the good guys with ease and enthusiasm.
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Exupery Ether
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Thanks Dave.

I've played Age of Sigmar the Starter Set with my kid and he had no problem at all understanding the flow of the game, the rules and so on.

I've still not won a game against him shake

I will give Betrayal at Calth a chance. We will not play with Command Cards but we will use the Comtemptor Wounds card, since it is vital for allocating the wounds.
 
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James M Hewitt
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Some of the missions use the cards as a timer; the game ends when the last card is drawn, for example. You'd just have to use a turn counter instead.

Oh, and the Ultramarines might struggle against the Dreadnought without any cards.

Other than that, the cards mainly give flavour to the two sides and make them feel different – the game should function just fine without them.
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Rancemeister wrote:

Plasma: Each crit gives the attack an additional die. Though if the second roll is also a Critical then something bad happens to the group. In our game it did not happen so I do not know what the bad thing is.
That second crit is the old plasma overheat. The guy with the plasma gun is killed.

I'm assuming that if you have more than one guy in the group with plasma that you choose one of them. I don't think you kill both, even if you rolled nothing but crits (though I suppose in that situation you probably should).

The crit rule is very similar (some would call it actionably similar) to the crit rule for Star Wars Armada. It's triggered if your mass roll has at least one crit. There are a variety of crit effects available depending on the weapons you're using. You choose one and only one (unless a special card lets you choose more) from those available to you, regardless of how many crits you rolled.

All in all, it's a very nice game.

I doubt it will have any expansions, though there's no reason it couldn't. Expansions needn't even have more miniatures. They could put out boxes with more board sections and missions and such. Traditionally, GW hasn't done a lot of that, but maybe the new track they're on with the Specialist Games will change that, and we'll see some expanded content for it.
 
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mermuse wrote:
Spikeybits just released a 'Learn to Play' video where he goes through the rulebook showing each page and talking through the rules.

I like what I'm seeing. The positional play where the defender is pushed back if he loses more models sounds interesting. I also like not having to track wounds and that weapons are generic but have custom crit results. My first thought was that GW has finally embraced modern game design by using custom dice for combat resolution... but then I remembered they started doing that 20+ years ago with Blood Bowl. I wonder what the first game was to do that? It's become the standard in the past few years but the ideas has been around for ages...
that video's big error is that he has the attacker pick the model to be damaged when it should be the defender who gets to choose.

there is an official playthrough video on WarhammerTV's youtube channel - although, funnily enough, the guy running the game forgets that you can run out of rubble. the game is new to them too!

--
one other thing - the Contemptor's Power Fist is +2 Assault. the back page reference is in error while the description in the booklet is correct. this has been confirmed by GW.

"Thank you for writing in to us. I was able to confirm the discrepancy you mention here, and contacted the UK for the correct answer. The Contemptor Power Fist assault bonus is +2.

Should you have any other questions please let us know and I hope you have a great afternoon.

--
Daniel Keliikoa
custserv@gwplc.com"
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So, i've been through my first game and enjoyed it.
Only one question emerged: can you pass playing an action?
 
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J J
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ballsofsteel wrote:
So, i've been through my first game and enjoyed it.
Only one question emerged: can you pass playing an action?
Yes.

From page 11: Starting with the player that has the Initiative, players take turns to activate a unit (pg 10) and then make up to one action with it.

From page 10: To activate a unit, a player must spend one of its tactical points. An activated unit usually makes and action, though that is not always the case.

(my emphases)

Not a good thing, though, as you've still spent a tactical point for the unit. I'm going to guess that what you really want is to pass the entire thing of spending the tactical point and activating a unit; in that case, no, you can't.
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