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Yep, I’ve definitely forgotten about that part of the Fear rules a couple times.
Between the five armies that made it into distribution here in the states (Wolfen, Scorpion, Lion, Griffin and Ram) I know I have plenty of stuff to keep us battling for a long time. That said, I can’t help but think about the stuff that never made it here or into production at all before Rakham went defunct. I’m curious, do you know if 4.0 army books for any of the other armies got printed?
Ha! Yes, I was just getting to the Miracles and Communions today, too many names for the same thing. Yikes!
New question concerning Morale and I’m pretty sure the lack of it being pointed out in the rule book, means the answer is yes.
Say you have a full strength unit and it assaults a unit that has Fear. But the unit with Fear only has 1 or 2 members remaining and has managed to pass it’s Courage tests to continue fighting. Does the full strength unit still roll their own Courage test for assaulting the short handed unit with Fear?
I’m assuming the answer is yes since it’s not mentioned in the RB, but it just seems odd to potentially run away from a unit that has been decimated. I suppose I’ll have to look at it as those with Fear are so scary they can chase off a small crowd. 🙂
The summary is great, there was one big item that was confusing me, it’s there in the rules and your Summary, which was concerning two frightening units in an assault. I couldn’t get past identifying the unit with the lower fear as now having the highest courage. The fear/courage interchange wasn’t clicking for me. Once it did, the entire process came crashing through.
Definitely not a problem with the Summary.
Lets call it user error. 🙂
With the re-release GW’s Necromunda it really got me wanting to play a skirmish game again and after dumping way too much money into Confrontation years ago (while on clearance) it will hopefully sate the appetite. Goodness knows I don’t need to buy another minis game, not to mention how I dislike assembly and painting (of course that didn’t stop me from going all in with the Joan of Arc Kickstater). 🙂
I think I figured it out and even though it’s unlikely many will read this I’m going to spell it out for my own good. 🙂
Regardless of who initiated the assault between two units with a Fear value, a Courage test must be made (unless the Fear value for both units is equal, then no test is made).
The difficulty is the highest Fear, while (and this is where I got confused) the action value is the highest Courage. Fear = Courage when it comes to a morale test. So the unit with the lowest Fear would be using that value as it’s Courage.
So, in my example in my previous post, there would be a Courage test no matter what. If the unit with the lower Fear is the one making the assault (the active unit) they must take a Courage test. If they fail, they are in Rout and their turn ends immediately (nothing else happens, for now).
What happens the next time that unit activates is subject to interpretation I believe. Under Rallying the rules state at the beginning of it’s activation if unit is in Rout it makes a Courage/Fear test. But the rules also state under Unit in Rout that when a unit in Rout is activated it Flees (disengages if necessary).
My best guess is that you first try to Rally upon that unit’s next activation and if you fail again your activation is to immediately Flee.
Rallying: action value is the unit in Rout’s Fear/Courage and the difficulty is a default of 1 but can be increased by up to +4, (see Rallying section).
Basically before being forced to Flee, you get a couple attempts to avoid it.
The next time that unit activates they must make another Courage/Fear test, if they fail they now try to Flee (any engaged units are destroyed) and the unit moves twice its movement (in a straight line) towards the nearest table edge.
They will continue to Flee each time they activate if they continue to fail their Courage test (taken at the start of each activation before continuing to Flee, called Rallying). If any fleeing movement takes any of the unit’s members off the board or into another enemy unit, the fleeing unit is completely destroyed.
A unit that Rallys can take it’s turn normally (but is not considered to have resisted the enemy unit’s Fear).
If the unit passes the original Courage/Fear test (called resisting) against the unit with the higher Fear, the activation proceeds normally and now automatically passes all courage tests against Fear values equal too or less than the one they have already resisted for the rest of the game.
If the unit with the higher Fear value is the one making the assault, the unit being assaulted must make the same Courage test as described above. Pass or fail the assaulting unit still completes it’s activation, but depending on the result of the Courage test the unit with lower Fear may be in rout for it’s next activation.
Back to the original example, regardless of which unit is the one assaulting the Difficulty in this instance is 7 (the highest Fear value) and the Action Value is the lower Fear of 5 (though in this instance that lower Fear value is considered to be the Courage value and is described as the highest Courage – yes that’s why this was so confusing).
Action Value 5 – Difficulty 7 = -2
Consulting the Universal Table of Resolution the unit passes the test on a 5+ roll of one die (2 dice, using the highest result on one die, if the unit contains the Company’s Commander). If the test is failed (see above sequence). If the test is passed, the passing unit no longer has to make a Courage test against Units with a Fear value of 7 or lower for the rest of the game.
My goodness! LOL!
I hope I have that all correct. My brain just melted. 🙂
So I’ve dusted off my Confrontation stuff and re-acquainting myself with the rules and I have myself all turned upside down with Moral.
I have a unit with a Fear value of 7 assaulting a until with a Fear value of 5.
A Courage test is needed in this case since the unit with Fear 5 is lower than that of the unit with a Fear of 7. Correct?
In this case is the action value 5 and the difficulty 7?
Which is calculated as 5-7 = -2 Which means a 5+ needs to be rolled to pass the test via the Universal Table?
Conversely, if it was the unit with Fear value of 5 assaulting the unit with Fear value 7 there would be no courage test because the unit being assaulted as a higher fear value?
Since the game is dead and we’re just playing at home I know this doesn’t really matter much but my OCD is forcing me to ask the question.
There are lots of extra Incarnates for each army that never made it into the 4.0 Army books, though cards were released for all of them and we do have some information from supplements, which is fantastic, and thank you again for compiling everything.
That said, it doesn’t look like there is information, beyond the Incarnates in the specific army books, that let us know what units these extra Incarnates are allowed to join.
For instance, in the Wolfen army book it lets us know that Serethis can only join Hunter Units, or that Onyx can only join Fang units. But then there is the Incarnate Kassar or Ophyr who are only mentioned in the story portions of the 4.0 Army Book along with their stats/abilities in the supplement, but which Units can they join?
I know it probably doesn’t matter since we’re only playing at home, but I was curious what you guys do in this instance? Allow these extras to join any unit?
I was just looking at the excel sheet you’ve provided (the army tracker). In the section for Incarnates you list the Elixir. That is what it costs for Resurrection and not what they start the game with correct? In the army book it’s listed as Resurrection/Duel. What is the Duel part of that stat?
More questions of course.
1) The Elixir Pool. The RB states that at the start of the game the pool is equal to the number of Incarnates in your army (though that can be increased). So, for example, lets say I have three Incarnates in my army, that means I start with 3 Elixir points to start the game. Which in essence means that I start the game with 3 Victory Points assuming that I don’t spend them during the course of the game (unlikely). Correct?
2) Ranged attack. The action is the weapon’s attack value, and the difficulty is the range. Concerning the range part of the rule. This means that if the unit I’m attacking is 30cm away, then the difficulty is 30. Is that right?
Such a bummer.
New rules question, though I think I’ve figured it out on my own along with your awesome Summary.
Since the leaders (Incarnates) take their turns (albeit separate when attacking) when their units takes theirs, are their cards not used when, for example, you and your opponents cards are shuffled together when playing marauder mode?
I definitely don’t want recasts, I may even outright ask them if that’s what they’re doing to see what they say. 🙂 What really set things off is when I saw they have the Razheem (sp?) model (Ram army) for something like $14. Over on eBay, the kit is never less than $100.
Anyone use this site for Confrontation minis?
I was very excited when I saw the selection and prices until I asked them about a specific model. They got back to me very quickly and said that the model in question wasn’t in stock (I didn’t notice an out of stock notice on the model’s page, so maybe they don’t have as much as I think) but they expect to have more within the month but it will be without cards or the blister box.
No card isn’t a big deal since I would have had to replace it anyway with a 4.0 card, but the lack of a blister pack makes me think that these may not be original models, and possibly recasts. I thought it odd that they expected to get more since this is an out of print game and I doubt any retailer really knows if/when they will get this stuff.