Auteur Sujet: Suivi des modifications des règles entre MkII et MkIII  (Lu 9668 fois)

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Suivi des modifications des règles entre MkII et MkIII
« le: 13 juin 2016 à 08:07:41 »
Bonjour à tous, un copié/collé de ce très bon sujet http://privateerpressforums.com/showthread.php?252717-A-Guide-to-Rules-Changes-from-Mk-II-to-Mk-III pour suivre les modifications des règles en MkIII :

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General Rules Changes
Measuring: A player can measure any distance at any time for any reason.
Within: When a rule affects models within a certain distance of a particular model, that model is always considered to be completely within the range/area described by default (previously this was the exception, such as with command range and control range).
Stat Minimum: Current and base stats have a minimum value of 0 (the minimum was previously 5 for DEF and 1 for everything else).
Duplicate Effects: Effects of the same name still do not stack, but their durations overlap; an effect only ends when all instances of it would have expired. Thus, models cannot be "protected" from later applications of an effect (i.e. Blind) by having it applied beforehand.
Combat Action: A model's action during its activation is now referred to as a “Combat Action”.


Advantages
Abomination: This rule has been removed from the game.
Amphibious: While fully within shallow water, a model with Amphibious gains concealment and does not block LOS.
Assault: Assault is now an advantage, not a special rule. Assault no longer explicitly ignores the "target in melee" modifier, but all attacks (including Assault shots) ignore it if the attacking model is in melee with the target (so an Assault shot into melee from a failed charge no longer ignores the bonus DEF).
Cavalry: Cavalry is now an advantage, not a typeline rule. There is no more “light cavalry”. See Additional Model Rules, below, for more cavalry changes.
Commander: This rule has been removed from the game.
Eyeless Sight: Models with Eyeless Sight no longer ignore forests when determining LOS.
Fearless: This rule has been removed from the game.
Flight: Flight is now an advantage, not a special rule.
Gunfighter: A model with Gunfighter can make ranged attacks against a model engaging it regardless of its own melee RNG (i.e. it can attack a model that has greater melee RNG engaging it without moving to engage that model).
Incorporeal: A model cannot make free strikes while Incorporeal. Incorporeal models are immune to continuous effects and non-Magical damage, and cannot be moved by a push, slam, or throw. When an Incorporeal model makes a melee or ranged attack, it loses Incorporeal until its next activation (not for one round).
Parry: Parry is now an advantage, not a special rule.
Soulless: Soulless is now an advantage, not a special rule.
Standard Bearer: Standard Bearer is now a special rule, not an advantage.
Terror: This rule has been removed from the game.
Tough: Models lose Tough while knocked down.
Immunity: Electricity: Lightning never arcs to models with Immunity: Electricity.


Additional Model Rules
'Jack Marshal: A 'jack marshal can control up to one friendly Faction warjack. Instead of the old “pseudo-focus”, a marshaled 'jack gains one of the following each turn during its activation, as long as its cortex is not crippled and its marshal is not knocked down or stationary: Crush! (additional melee attack, +2 to all melee damage rolls), Hurry! (run, charge, or power attack for free, +2 to charge and slam attack rolls), Strike True! (+2 to all attack rolls), or Take Aim! (must aim, +2 to all ranged damage rolls). Drives are now passive abilities that effect the 'jack while in its marshal's CMD range.
Battle Engines: The Serviceable rule has been removed; battle engines now have damage removed normally based on whether they are constructs, living, or undead.
Cavalry: Cavalry gain boosted charge attack rolls (rather than +2 to hit). All cavalry can make initial attacks with their mounts if they do not charge. Mount attacks are no longer unboostable, except while making impact attacks. If a model is in melee with its charge target when it makes impact attacks, it ends its movement and turns to face the target directly before making the attacks (and so will not continue moving if the target dies). Tall in the Saddle and Ride-By Attack have been removed.
Ranking Officer: A ranking officer cannot be attached to a Mercenary/Minion unit that is a Partisan to its faction (as with Mk.II Allies).
Shield Guard: When a model uses Shield Guard to redirect an AOE attack, the AOE is centered on the Shield Guard.


Weapon Stats
Melee Weapon RNG: Melee weapons now have a range, generally 0.5”, 1”, or 2”.
ROF: Rate of Fire designates the number of initial attacks that can be made with a ranged weapon, not how many additional attacks can be bought.


Weapon Qualities
Blessed: Blessed is now a weapon quality, not a special rule. A weapon with Blessed now ignores DEF and ARM buffs from animi (in addition to other spells).
Chain Weapon: Chain Weapon is now a weapon quality, not a special rule.
Critical Disruption: Critical Disruption is now a weapon quality, not a special rule.
Damage Type: Magical: This is a new weapon quality that has replaced Magical Weapon. Besides the name, it is identical.
Disruption: Disruption is now a weapon quality, not a special rule.
Magical Weapon: This rule has been renamed to Damage Type: Magical.
Reach: The Reach rule has been replaced by printed melee weapon RNG.


Encounter Levels
Unspent Army Points: A valid army can have up to 5 unspent army points (rather than 1).


Characters
FA:C Limitations: Character identity (i.e. whether a character model counts as an alternate incarnation of another character model and thus could not be included in a list with that model) is now denoted my its “stat profile name” found above its stat bar followed by a numeral.


Mercenaries
Charters and Pacts: Mercenary armies are no longer bound by charters, and Minion armies are no longer bound by pacts. A Mercenary or Minion army can include any models of the appropriate faction, regardless of the faction(s) for which they will work.
Partisans: The Partisan [Faction] special rule indicates Mercenary and Minion models that count as Faction when included in the listed faction's armies. These models count as Friendly Faction models to other models of that faction while in a list made for that faction. While in such a list, they do not count as Mercenary or Minion models. A Warcaster with the Partisan rule can lead either a Mercenary/Minion list or a Partisan Faction list, but its battlegroup must be composed entirely of models from the appropriate faction. The short version: Partisans work similarly to Allies from Mk.II, except that they are Mercenaries and/or Minions by default, rather than in-faction.
Allies: The Ally typeline rule has been replaced with the Partisan special rule.


Theme Forces
Warcasters and Warlocks in Theme Forces: A theme force can be led by any warcaster/warlock of the force's faction or by any warcaster/warlock who is a Partisan to that faction.
Character Warjacks/Warbeasts in Theme Forces: A theme force list led by a particular warcaster/warlock can include any warjack/warbeast with a bond to them, even if that model would not normally be allowed.
Ranking Officers in Theme Forces: Ranking Officers are only allowed in a theme force if both the Officer and the Mercenary/Minion unit to which they are attached are explicitly allowed.


Setup, Deployment, & Victory Conditions
Deployment Zones: A 7” deployment zone for the first player and a 10” deployment zone for the second player are now core rules, not scenario-specific alterations.
Deployment Steps: There is now a list of steps for deploying models, in similar fashion to the list of steps for each in-game Turn Phases.
Pre-Deployment: Huge-based models no longer pre-deploy.


Movement
Forfeiting Movement: The rules now specify that a model can choose to forfeit its Normal Movement during its activation, and seem to imply that it can choose to do so even in the absence of an effect that requires or allows it to do so. Merits further investigation (i.e. in the Rules Forum).
Aiming: Models in melee cannot aim.
Charging: Models cannot charge friendly models. A penalty to SPD does not prevent an affected model from charging.
End-of-Activation Movement: If two or more effects would allow a model to move at the end of its activation (such as Reposition and Sprint), the model's controller picks one to apply and disregards any others.


Combat
Basic Attacks: “Normal” attacks from Mk.II are now referred to as “Basic Attacks”.
Skill Checks: The skill check mechanic has been removed from the game.
Automatic Hits and Misses: An automatic miss now takes precedence over an automatic hit.
Back Strikes: A model can make a back strike even if it did not start its activation in its target's back arc, as long as it is completely within the back arc when the attack is made.
Power Attack Types: Push, headlock, and weapon lock power attacks have been removed from the game. The rules for two-handed throw power attacks have been combined with the rules for standard throw power attacks.
Power Attack Slam: A huge-based model slamming a smaller model adds +2” to the distance slammed.
Power Attack Sweep: A sweep power attack ignores intervening models and has a range equal to the base RNG of the melee weapon used to make it.
Power Attack Throw: When making the opposed STR check to throw, a model gains an additional die if it has at least two non-crippled Open Fists. The thrower's controller no longer chooses a direction in which to throw; instead, they choose to either throw the model directly away from the thrower or directly toward another model in LOS (ignoring the thrown model). A thrown model now only deviates if it was a) thrown at another model, b) that model was within the thrower's throw range, and c) the attack roll resulted in a miss. A large- or huge-based model no longer throws a small-based model an additional 1".
Power Attack Trample: A model with the Buckler or Shield weapon qualities now benefits from them against trample power attacks, with the same restrictions as Shield Wall.
Power Attacks and Movement Restrictions: Effects that prevent a model from charging no longer automatically prevent it from making slam or trample power attacks.
Elevation Modifiers: The benefits and drawbacks of elevation no longer require that the terrain be at least 1” higher than where the other model is standing; it must simply be considered “elevated” relative to that location. Elevated attackers no longer ignore equal- or smaller-based intervening models within 1" of their targets.
Target in Melee Modifier: The “target in melee” modifier for ranged and magic attacks is now +4 DEF for the target (rather than a -4 penalty to the attack roll). All attacks (ranged and magic) ignore this bonus DEF if the point of origin is in melee with the target.
AOE Deviation: A deviating AOE attack will stop at the table edge.


Warcasters
Replenishing Focus Points: Models with Focus Manipulation remove focus points in excess of their FOCUS stat during the Maintenance Phase (rather than all focus points). In the Control Phase, those models gain focus points to set their total equal to their FOCUS stat.
Overboosting: This mechanic has been replaced with Reinforcing.
Reinforcing: When a warcaster suffers damage, it can spend 1 focus point to reduce that damage by 5, to a minimum of 0 damage. It can do this up to once per instance of damage. The warcaster is still considered to have been damaged by the damaging attack or effect, even if all damage is prevented.


Warjacks
Power Up: During the Control Phase, after focus replenishment but before focus allocation, each warjack in a battlegroup that has a functional cortex and is within its controller's control range gains 1 focus point.
Focus Cap: A warjack can have no more than 3 focus at any time.
Induction: Convergence warjacks do not have Power Up but can induct focus any number of times during their activations.
Crippled Movement: A warjack with a crippled movement system has its base DEF reduced to 5 (instead of 7). A crippled movement system now explicitly prevents making slam or trample power attacks (rather than doing so because crippled movement prevents charging, which was necessary for a slam or trample).
Removing Force Field Damage: When a model with a force field spends focus to remove damage from the field, remove d3 + 1 points (instead of d3).
Destroyed Warjacks: A warjack no longer leaves a wreck marker when it is destroyed.
Inert Warjacks: An inert warjack is longer considered stationary, though it follows the same rules as a stationary model. It no longer loses its special abilities, but cannot use abilities that could not be used while stationary (i.e. Counter-Charge or Shield Guard). A warcaster reactivates an inert warjack by spending a focus point while B2B with it at any time during the warcaster's activation. 'Jack marshals still forfeit their Combat Action. A reactivated warjack now only forfeits its Combat Action the turn it is reactivated, rather than its entire activation.
Autonomos Warjacks: Taking control of an autonomous warjack works the same way as reactivating an inert one. A warcaster must spend a focus point while B2B with the autonomous 'jack at any time during the warcaster's activation. 'Jack marshals forfeit their Combat Action while B2B. An autonomous warjack now forfeits its Combat Action the turn it is reactivated.


Monstrosities
Rage-Fuelled: Monstrosities do not have Power Up but gain a focus point each time they take damage from an attack or continuous effect.
Focus Removal: Unlike warjacks, monstrosities do not lose their focus points during the Maintenance Phase.
Warcaster Destruction: When a Cephalyx warcaster is destroyed, its monstrosities become autonomous (rather than inert).


Warlocks
Spirit Bond: After leeching, a warlock can gain up to 1 fury point for each medium-based or larger warbeast in its battlegroup that has been destroyed or removed from play. It can't exceed its FURY by doing this. If a warbeast returns to play, its warlock can no longer gain fury from the warlock's Spirit Bond with it.
Reaving: A warlock can reave fury points from warbeasts that get removed from play (in addition to destroyed warbeasts).


Warbeasts
Frenzying: A frenzying warbeast activates, shakes all shakeable effects without being forced, and charges directly toward the nearest model (friendly or enemy) in its LOS for free and tries to enter B2B contact. It then attacks with its highest-POW weapon that has range to the target. Its attack roll is automatically boosted. Then its activation ends and it can remove any amount of fury. Warbeasts ignore effects that would require them to forfeit their Normal Movement or Combat Action when they frenzy.
Animi: Animi are now considered to be spells.


Model Damage & Destruction
Corpse Tokens: Undead models generate corpse (but not soul) tokens by default.
Healing: Healing is no longer distinct from other means of having damage removed. The term has been removed from rules text.


Miscellaneous Effects
Cloud Effects: A model must be completely within a cloud effect to gain concealment from it.
Knockdown: A knocked down model can be moved by a slam.
Stationary: A stationary model cannot be used to channel spells.
Falling: A falling model takes damage equal to 2d6 + 12 + 1d6 per 2" fallen after the first, rounded up (up from 2d6 + 10 + 1d6 per 3").
Command Tests, Fleeing, and Rallying: These mechanics have been removed from the game.


Units
Field Promotion: A Grunt that is promoted to a Leader must forfeit its Combat Action that turn, but is not prevented from making attacks that turn that occur outside of its Combat Action (i.e. free strikes). If a Leader is destroyed while under an opponent's control or is removed from play, field promotion does not occur.
Unit Attachments: Unit attachments are now called “command attachments”.
Weapon Attachments: A unit can have up to three weapon attachments. Weapon attachments are added individually, rather than as a variable-sized group.
Granted Abilities: Granted abilities only function while granting model is in formation.
Formation: A friendly model can target model in a unit with out-of-formation members with spells and abilities, but cannot target the out-of-formation members.
Press Forward Order: This is the new name for the order that allows models in a unit to run or charge.


Spells
DUR: The Duration (DUR) of a spell replaces the UP column on spell cards. It will indicate if a spell lasts for a TURN, a RND (round), or is UP (an upkeep).

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #1 le: 13 juin 2016 à 12:18:19 »
Une traduction ça pourrait être cool quand même :/

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #2 le: 13 juin 2016 à 13:08:10 »
Citer
Back Strikes: A model can make a back strike even if it did not start its activation in its target's back arc, as long as it is completely within the back arc when the attack is made.

Enfin !

Citer
Replenishing Focus Points: Models with Focus Manipulation remove focus points in excess of their FOCUS stat during the Maintenance Phase (rather than all focus points). In the Control Phase, those models gain focus points to set their total equal to their FOCUS stat.

Je ne suis pas sur de comprendre ? Ca veut dire qu'on peut se servir de ces focus pour baisser de 5pts les dégâts de feu et de corrosion ?

Citer
Formation: A friendly model can target model in a unit with out-of-formation members with spells and abilities, but cannot target the out-of-formation members.

Logique :p

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Re : Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #3 le: 13 juin 2016 à 13:10:08 »
Je ne suis pas sur de comprendre ? Ca veut dire qu'on peut se servir de ces focus pour baisser de 5pts les dégâts de feu et de corrosion ?

Oui! :)
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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #4 le: 13 juin 2016 à 13:19:25 »
Une traduction ça pourrait être cool quand même :/

Un truc en mauvais franglais là :
http://www.charbon-et-charentaise.org/blog/posts/desapprendre-la-mk2-v2

Je finirai d'enrichir grace aux infos de ce post, merci.

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Re : Re : Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #5 le: 13 juin 2016 à 13:49:30 »
Je ne suis pas sur de comprendre ? Ca veut dire qu'on peut se servir de ces focus pour baisser de 5pts les dégâts de feu et de corrosion ?

Oui! :)

Nice !

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Re : Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #6 le: 13 juin 2016 à 14:50:07 »
Citer
Back Strikes: A model can make a back strike even if it did not start its activation in its target's back arc, as long as it is completely within the back arc when the attack is made.

Enfin !

Citer
Replenishing Focus Points: Models with Focus Manipulation remove focus points in excess of their FOCUS stat during the Maintenance Phase (rather than all focus points). In the Control Phase, those models gain focus points to set their total equal to their FOCUS stat.

Je ne suis pas sur de comprendre ? Ca veut dire qu'on peut se servir de ces focus pour baisser de 5pts les dégâts de feu et de corrosion ?

Citer
Formation: A friendly model can target model in a unit with out-of-formation members with spells and abilities, but cannot target the out-of-formation members.

Logique :p

Tu demandes une traduction, mais tu aurais pu le faire, au moins pour ces éléments.   ;D

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #7 le: 13 juin 2016 à 16:27:01 »
Je suis capable de lire l'anglais, plutôt correctement, mais ça demande toujours plus d'effort que de lire en français. Je suis susceptible de pouvoir traduire, mais j'annonçais ce matin les résultats du concours pour le collectif de Youtubers que je gère (Youtube Wargamer France). J'ai donc du tourner et monter en speed une vidéo, en plus du tirage au sort. Bref j'ai pas le temps :D

Edit : Toutefois ce topic est une excellente initiative, il permettra de voir d'un coup d'oeil les changements.

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #8 le: 13 juin 2016 à 16:57:24 »
Ce qui me scie c'est qu'on puisse résumer 3 ans de boulot en grosso-modo 2 pages Word. Il reste les bidouillages individuels sur chaque fig, mais ce n'est pas énorme non plus. C'est bien, ça permet de se remettre en selle assez vite, c'est juste que je me faisais une idée très différente de ce que serait MkIII. Je m'attendais à plus.

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #9 le: 13 juin 2016 à 17:02:05 »
Les 3 ans de boulot tu vas les retrouver aussi et principalement dans l'intégralité des profiles refait pour chaque faction. C'est pas juste le corpus de règle. Je suis pas en train de dire qu'ils ont forcément fait un travail formidable hein, mais le gros (genre 90%?) du boulot a dû être fait sur les profiles.
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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #10 le: 13 juin 2016 à 17:59:41 »
En tout cas, moi ces changements me vont bien dans l'ensemble. Je sais toujours aps si c'est mieux ou pas la prémesure... Sans la clock c'est pour moi rébarbatif, avec c'est un autre choix à faire, mesurer or not mesurer zat iz ze kestion ...


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Re : Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #11 le: 13 juin 2016 à 18:58:14 »
Les 3 ans de boulot tu vas les retrouver aussi et principalement dans l'intégralité des profiles refait pour chaque faction. C'est pas juste le corpus de règle.
Oui c'est ce que je disais, mais même ça ce sont souvent des ajustements assez mineurs (voire parfois inexistants). Je ne remet pas en cause le boulot, juste qu'au final il n'y a pas grand chose qui change vraiment.

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #12 le: 14 juin 2016 à 10:15:54 »
C'est peut-être aussi tout un art de savoir retravailler un bon corpus de règles pour l'améliorer sans le dénaturer. Je ne crois pas qu'on puisse résumer ça à "3 ans pour 2 pages words". Je pense qu'il faudrait dire "3 ans pour que le jeu ne perde pas sa spécificité, garde un équilibre sans imploser sous le coup de changement trop violent ou néfaste pour sa pérennité".

Si c'est pour bousculer tout le jeu et l'univers façon GW et se retrouver avec un jeu ou des factions ultra-domine et d'autres sont useless.

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #13 le: 14 juin 2016 à 10:29:03 »
C'est pas la taille qui compte.

Ahem.
Mais en l'occurence, c'est ptet parce que c'est pas sujet  qui forment une longue liste de règle, mais un travail en largeur, qui impacte toutes les refs du jeu.

Ahem.
Nan, perso, j'aime beaucoup ce qu'ils ont fait. Remettre les warjacks au centre, en mettant les refs mercenaires indispensables au titre d'option à considérer.

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #14 le: 14 juin 2016 à 10:34:06 »
Citer
Field Promotion: A Grunt that is promoted to a Leader must forfeit its Combat Action that turn, but is not prevented from making attacks that turn that occur outside of its Combat Action (i.e. free strikes). If a Leader is destroyed while under an opponent's control or is removed from play, field promotion does not occur.
J'ai pas mon livre de règle sous la main pour voir comment c'est formulé exactement, mais ça voudrait dire que si tu remove from play un leader l'unité a plus de leader de la partie et peut plus donner d'ordres ?  :o

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #15 le: 14 juin 2016 à 10:35:30 »
Pour le moment, on dirait que oui.

Pour le coup, si PP ne voulait plus voir d'unités sur les tables, c'est une réussite totale :)
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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #16 le: 14 juin 2016 à 10:39:00 »
Citer
Field Promotion: A Grunt that is promoted to a Leader must forfeit its Combat Action that turn, but is not prevented from making attacks that turn that occur outside of its Combat Action (i.e. free strikes). If a Leader is destroyed while under an opponent's control or is removed from play, choose a new unit commander but do not replace a Grunt with the Leader model (relevant for a few units like Stormblades and Croe's Cutthroats).
Non c'est bon j'ai une meilleure version, il y a toujours un leader mais ça devient juste un grunt leader et pas le leader normal de l'unité (ça impacte que les unités avec des leaders qui ont un profil à part).

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #17 le: 14 juin 2016 à 11:09:44 »
Donc, stormblades, Croes, qui d'autres?
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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #18 le: 14 juin 2016 à 11:10:19 »
ho mon dieu mes pauvre storm knigth :(. cache toi leader stormblade :p
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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #19 le: 14 juin 2016 à 11:11:16 »
La distinction "leader" (= la figurine pas en doublon dans l'unit) et "unit commander" (celui dont on mesure la formation et qui donne les ordres) est toujours d'actualité il me semble non ?...

Avec toujours l'idée que les officiers deviennent unit commander quand ils sont attachés. Sinon, par défaut, le leader est l'unit commander. Si le leader n'est pas promoté, un grunt devient leader.

Enfin, je crois pas que ca a bougé ça, si?...ça me semblait bien marcher.
Spiff

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #20 le: 14 juin 2016 à 11:27:57 »
Ouais, sauf que les grunt des Croes et des Stormblade ont pas le même profil que le leader!
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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #21 le: 14 juin 2016 à 11:34:18 »
J'ai vraiment du mal avec cette regle.
Moi j'ai lu ca dans cet ordre :

1/ quand l'unite a un model Officer, si il meurt le commandant d'unite devient le leader.

2/ Si y a pas de leader quand un Commandant d'unite meurt, on choisit un grunt qui devient commandant d'unite sans pour autant etre leader et peut donner des ordres.

3/ si le leader meurt on promote un grunt en leader comme en mk2 (donc il recupere le profil different).

4/ et la, petit paragraphe supplementaire a la fin de la regle qui dit que si le leader meurt en etant sous controle adverse ou est RFP, on promote pas...

Si le but c'est de dire qu'on remplace pas un grunt avec la fig de Croe, c'est deja couvert par le cas 1 (Croe est Officer).
Si le but c'est de dire qu'on recupere pas les eventuelles armes spe du leader avec un grunt quand il est RFP (je pense que c'est ca), ils auraient pu eviter une formulation pourrie qui laisse penser qu'on promote carrement pas et qu'on a plus de leader.

Bref, c'est un des rares derniers points qui restent vraiment pas clairs je trouve, meme si on devine ou ils veulent en venir.

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #22 le: 14 juin 2016 à 11:39:23 »
Croe n'est pas Officer, c'est un Leader avec un profil différent (donc s'il meurt "normalement" il y a promotion).
Clic clac, merci Kodiak !

manu74

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #23 le: 14 juin 2016 à 12:00:03 »
Mouarf, j'etais persuade avoir vu l'icone a la relecture. Je me demande si c'est intentionnel pour remplacer le Take up ou bien si c'est un oubli qui verra un errata plus tard.

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Re : Suivi des modifications des règles entre MkII et MkIII
« Réponse #24 le: 14 juin 2016 à 12:06:37 »
Il ne l'était déjà pas en mkII en fait ;)
En mk1 il avait une règle bizarre pour faire mourir ses potes à sa place, et en mkII ils se sont dit que c'était plus facile d'en faire un leader normal.
Clic clac, merci Kodiak !