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BattleLore (Second Edition)» Forums » Rules

Subject: Darken the skies for Battlemages rss

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conan the slayer
Australia
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Hey all

Does the spell 'Darken the skies' apply to all ranged units including Siege Golem & Battlemages?

Thank you in advance
 
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Martyn King
United Kingdom
Ivybridge
Devon
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No, only for units with 'archer' on their unit type cards. Ranged units without 'archer' don't benefit.
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conan the slayer
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Hey Thx for promt reply, much appreciated.

One more question, the Spell 'Rune blade' does it only apply to adjacent combat (Melee) or can you use it on ranged combat also? I'm unsure as the card does not specify.

Again, thank you in advance
 
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Martyn King
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Ivybridge
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Ranged or melee is fine.
No problem, glad to help. I love this game!
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conan the slayer
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Thank you Martyn, it's people like you that make bgg an excellent reasource.
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conan the slayer
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Another question,

What are the command tents for, are they for flexibility in deployment i.e deploy on hex's not marked in the scenario?

Thank you in advance.
 
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Niko J
Finland
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They give you more points to build up your force, but grant VP to the enemy if captured and nothing in your army is allowed to be deployed ahead of the command tent. Basically a bit of risk/reward, bigger army but risk giving up VP and limits your deployment options a bit.

Game should have info on them, can't remember if they have their own card or if you have to look them up on the reference guide.
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Garrett
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Laredo
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Check out "Command Tent" on page 3 of the rules reference.

rules wrote:
A command tent hex is terrain that a player can muster as a part of
his army.
• A player must deploy his command tent hex on a clear hex, and
he cannot deploy any units in a row farther from his faction edge
than his command tent.
• A command tent is not a building, it is its own type of terrain.
• A command tent hex is categorized as blocking terrain.
• When a unit moves into a command tent hex, it must immediately
end its movement. That unit may move again later during the turn
using a unit ability or another effect, such as advance.
• A unit that retreats into a command tent hex cannot retreat
further during that combat; any additional retreats cause damage
to the unit. The unit may retreat out of the command tent hex if
forced to retreat during a different combat later during the turn.
• If, at the start of his turn, a player’s unit occupies an enemy
command tent hex, he removes the command tent hex from the
game board and gains 2 VP.


The rules don't tell you that the cost of a Command Tent is -5, so as mentioned above, you get to add more points to your army (effectively 55 instead of 50), but you are potentially giving your opponent 2 free VP. Depending on the scenario, there are times when you end up investing more than 5 point's-worth of units to defend your tent, at which point you didn't really get an advantage since you could have used those units to go for your own VPs instead of defending the tent if you hadn't mustered a tent at setup.
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Eric O. LEBIGOT
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There is this, and the Command Tents rule section on p. 17 of the rulebook (which explicitly says that Command Tents give 5 army points).

I find the Battlelore rules very clear, complete and streamlined, more generally—with the exception of rules related to Retreat movement compared to normal movement, where the rules could have been more unified (e.g., when a terrain stops movement, it also stops Retreat movement: there is no need to spell this kind of thing out specifically for so many effects).
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Garrett
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lebigot wrote:
There is this, and the Command Tents rule section on p. 17 (which explicitly says that Command Tents give 5 army points).

I find the Battlelore rules very clear, complete and streamlined, more generally—with the exception of rules related to Retreat movement compared to normal movement, where the rules could have been more unified (e.g., when a terrain stops movement, it also stops Retreat movement: there is no need to spell this kind of thing out specifically for so many effects).


Good catch. I have a tendency to forget to look in the learn-to-play guide for rules.
 
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