Kings of War Version 2 (2015) Official FAQ (1.6.1)



Proximity to enemy units

Q: Sometimes the rules talk about stopping 1” away from enemy units. Elsewhere the rules say you cannot come within 1” of an enemy unit. These are contradictory (if a unit is exactly 1” away, it is also within 1”). What is the correct ruling?
A: Yes the wording is contradictory. In all cases, assume being exactly 1” away is legal. Interpret it as not being allowedcloser than 1”. This means that a Shambling unit can move and stop 1” away from an enemy unit and then only 1 success is required on the roll to Surge them into contact.


Movement

Q: Can a flying unit pivot while above another unit?
A:Yes, fliers may pivot while above other units aslong as the flying unit's entire move ends clear of any units or blocking terrain. Unlike other units, fliers do not need to end their pivot clear of the other unit.

Charging
Q: When declaring a multiple charge against a target, are all the units considered to charge simultaneouslyor do they move one at a time?
A: The charges are declared simultaneously but the units are moved one at a time. This means that units must have LOS to the target and be in range from their Leader point to declare the charge. Other units charging the same target can be moved first if it means units behind then can then make a legal charge move. What’s important is that they have room to legally get there and then fit against the target facing at the end of all the charge moves. Note however that units still cannot swap places (cross each other’s paths on the way in) and must maintain their positions relative to each other and the target unit facing. Also see the related question below.


Q: When I charge with multiple units at the same target, how do I determine final placement to ensure that charging units do not cross each other's way?

A: The leader point of each charging unit must stay in the same relative position to the leader points of all other units charging the same facing. In other words, the leftmost leader point before the charge must still be the leftmost leader point after the charge, etc.
If it is particularly close and hard to determine, use a straight line perpendicular from the charge target, move it directly left/right, and see which unit it touches first.
In the event that multiple leader points are lined up exactly with each other, then the charging player may choose the final position.


Q:How does unit alignment work when one or more units charge an Individual?

A: Move the first charging unit to contact the Individual. The Individual then aligns to this first charging unit. The remaining charging units then make contact and align to the Individual.

Q: Individuals get a free pivot to face any direction, if the order being chosen is a charge can this pivot end within 1" of the enemy?
A: Yes.

Q: What does "the shortest route" mean when charging?
A: It means going the most direct route the unit can in order to make contact with the enemy unit being charge. The unit should only pivot if it needs to in order to travel in the most direct route and that might be to manoeuvre round some blocking terrain or another unit.



Q: When declaring a multiple charge, can units shuffle sideways to accommodate other units charging the same facing in a multiple charge before the other units move? Can units potentially block each other from declaring a multiple charge in the first place?

A: Yes to both. Assuming all units can legally make the charge move, move each unit and shuffle it to its final position (ready to accommodate the other units so they all share the space available) before moving the next unit. Tidy up the unit arrangement against the target facing after all chargers have moved so they share the space correctly if you’ve judged it slightly wrong.


It could be however that if a unit is too close behind another, that even though it can see the target and is in range and the more advanced unit goes first and shuffles, a single pivot when charging is still not enough to make contact. This would be a failed charge and the unit must be given a different order. Nimble units can obviously avoid this with their extra pivot!


Q: A unit can sometimes be “boxed in”, stopping it from doing anything but back up (and sometimes not even that!). The positioning of an enemy unit might mean that none of the viable targets that the unit shouldbeable to charge can be because the charging unit cannot align to any of them such as in the example below. How should this be resolved?
 A:It is of course perfectly fine to force an enemy unit to legally charge a unit of your choosing (e.g. screening a unit with a different one) or using terrain to cleverly shield units or protect flanks.However, forcing a situation where no legal charge is possible due to the angles of the multiple possible targets (total charge blocking by “gaming” the rules) is not permitted.


The recommended way to resolve this is to allow the charging unit to select their target of choice (either of the two units to the front in the example given), move into contact and then align the target to the charger rather than the other way round.

How to resolve these situations greatly depends on other units and terrain. Players should use the recommended approach above but find a neutral third party if they’re unable to agree this is the best solution for their specific case.


Q: If a charging unit shuffles to line up with the target unit and the shuffle takes the unit into difficult terrain of onto an obstacle, is the charge considered to be Hindered?

A: Yes.



Q: If my charging unit can simply pivot where it is to make contact but then either blocking terrain or another unit prevents my unit aligning with the target, can my unit first shuffle and then align?

A: No, the steps are Move, Align then Shuffle (slide).


Q: When charging, can you make contact with a different facing than the one you charged?

A: No. You must hit the facing being charged, or a corner of that facing, before aligning to the target unit.


Q: During a charge my unit can contact the enemy but there isn’t enough room where it contacted to align and slide the unit into position on the correct facing. Can I “teleport” the unit over any models/impassable terrain etc. into a position where it can fit?

A: No “teleporting” is not allowed.Your align step must be contacting the same point of the enemy unit that you first contacted and you cannot shuffle through enemy units.


Q:When I charge with multiple units at the same target, how do I arrange them so they “share the space available as equally as possible”?

A:In the case of two units, each unit should have roughly the same fraction of contact as shown below. In the case of more than two units the central units will of course be fully in contact, divide the remaining frontage evenly. There is no need to micromanage this to the last millimetre; placing the units in roughly the correct position by eye is sufficient.


Q: Can you pivot through units (friend or foe) during a charge?

A: Yes, as long as the charging unit ends its pivot clear of the other unit, you may pivot through units when charging (See Interpenetration When Pivoting under Unit Penetration).


Q: Following a melee where the charging unit(s) did not Rout the target unit, they must fall back 1” or “as much as necessary”. Due to the proximity of other enemy units and in an effort to maintain a 1” distance from them, this could push them back much further than 1” away from the unit they attacked. See the example diagram below. The blue unit has attacked unit A and now moves back 1”. In order to not be 1” away from the other enemy units either side (B and C) the unit must fall even further back beyond the other units.Is this right?

A: That is not the right way to play it and players should be sensible about such situations. After attacking, the unit(s) falling back shouldn’t be travelling more than 1”. Just stop there and nudge any other units away so it’s clear they are not in contact with each other. Put a full 1” gap between units if there is room but if not don’t worry. Don’t over-think it and end up having to manage a complicated ripple effect of shifting units :)

Nerve
Q: If during your own turn, one of your units receives damage (i.e. from a friendly Red Goblin Blaster explosion or similar effect) is a nerve test required?
A: No. A nerve test is not required when one of your units takes damage on your turn.
Special Rules


Q: If a unit has two Breath Attacks (e.g. starts with one and buys the Diadem of Dragon-kind), do the two stack?

A:No, they are two separate ranged attacks.


Q: Can a unit use its Fly special rule when being moved forwards by the Surge spell?

A: No. Units are Surged along the ground.

Q: If a unit has Piercing, Blast or Reload! and then a magic artefact like the Diadem of Dragon-kind is added to the unit, do these rules apply to the ranged attack of the magic artefact?
A: No. Piercing, Reload! and Blast all apply only to any attacks the units already possesses. The special rules on unit entries could have been clearer in conveying this (e.g. “Crossbows with Piercing (1) and Reload!”). Note that Vicious and Elite will still work with any artefacts.


Q: Does Rallying stack with Valiant?

A: Yes.


Q: If a unit has been blinded by the Solar Staff, can it still be Surged into Combat?

A: No. The Solar Staff prevents the blinded unit from entering into combat in any way. In the event that the blinded unit would be surged into combat with an enemy unit, it stops 1" away from that unit instead.

Spells
Q: When a unit is Surged but contact is made against a corner of an enemy unit and not an edge, which of the target unit’s arcs is considered to have been charged?
A: If you can see this is going to happen, determine which arc of the target unit the leader point of the surging unit is in before it moves. That is then the side the surging unit will align to and attack. This is only the case when the surging unit hits a corner, otherwise the normal surge rules apply.


Q: Since the Greater Air Elemental variant has a spell, can all Greater Elementals take the new spells in the Clash of Kings book, or only the Greater Air Elemental?

A: Only the Greater Air Elemental has a spell or the ability to take a spell, so only the Greater Air Elemental has the option to take the new spells.


Q: Do spell dice bonuses, such as the Orc Godspeaker, Empire of Dust Monolith etc. apply to the spells in Clash of Kings?

A: Yes


Q: If a unit is surged forward and contacts two enemy units at the same time, which unit does the surged unit charge?

A: In this event, the attacking player may choose which unit is being charged.


Scenarios

Q: In the Dominate scenario, do players need to get units into the whole of the area between the deployment zones or is it a 12" radius area in the middle of the table?
A: The latter.It's a 12" radius circle centred exactly in the middle of the playing area.


Q: When playing any scenario that uses Loot tokens, if aunitdrops a token either forcibly due to routing or voluntarily, canit be placed outside the units footprint?

A: No, it should be placed entirely within the footprint of the unit.


Artefacts

Q: Can the Crystal Pendant of Retribution trigger multiple times?
A: No it will only work the once, when the unit actually routs.So if a unit is saved by Inspiring or Herja’s Judgement of Korgaan for example, the Crystal Pendant will not take effect.


Q: When a unit with the Crystal Pendant of Retribution is Routed, is the 2D6 dice roll a single roll for all units in base contact, or is it rolled separately for each unit?

A: It is a single 2D6 roll.


Terrain and gaming tables

Q: What sort of Terrain Heights should we use?
A: Again this is going to depend on the terrain in your collection but as a rule of thumb, you can use the following:
Hills: Height 1-2
Single storey buildings: Height 3
Woods and 2-storey buildings: Height 4-6


Multi-basing and using Counts-as units

Q: When multi-basing a unit, what’s the minimum amount of models that should be used to represent the unit size being modelled?
A: Obviously, rather than stifle creativity, this has been left vague so that people can express their units as they wish. For friendly games and among regular gaming partners, anything goes. However, for fairness in organised play and to ensure the intended spectacle of massed battles the game is all about, for events there should be a minimum number of models.
Models must be based on the appropriate base size and shape for their type. Unit-basing (or “multi-basing”) is permitted so long as the unit footprint is accurate for the unit size. Model counts for multi-based units must be at least one model greater than the listed number for the unit size below (or more than 50% of the “expected” model count the unit is representing if there is no smaller size). For example, a multi-based Infantry Regiment must be at least 11 models (one more model than a Troop). The preferred model count is 66% or more to maintain the visual spectacle of mass battles.

Q: What is the minimum model count for “Swarm” style units such as Orclings?
A:Swarm units adhere to the same basic rules for MMC as other units. This, however, doesn’t mean that you only need, say, 4 orcling models for a Horde of orclings. You need 4 “full” bases of orclings (or 2 “full” bases for a Regiment). What qualifies as a full base depends largely upon model choice. For smaller models like orclings you will most likely need between 5-8 models per base. For larger, human sized models such as Tortured Souls you will need at least 3 models per base (12 models to a Horde). To clear up any confusion regarding what constitutes a Swarm, the following is a list of all Swarms currently in the game:
Abyssals: Imps*
Abyssals: Tortured Souls Empire of Dust: Swarm* Night-Stalkers: Needle-fangs* Orcs: Orclings*

Ratkin: Vermintide* Salamanders: Ember Sprites* Trident Realms: Tidal Swarm*


Q: How does minimum model size work when using “counts-as” models or proxies instead of the actual models? What is acceptable for an alternative model?

A: Proxy models or “counts-as” models must be appropriate alternatives to the models they are representing (no Treemen representing Orclings!). They should follow the same guidelines for minimum model counts as above or should occupy the equivalent volume (or as close as possible) as the models they are representing. For example, 2 heavy chariots taking up roughly the same space as the regiment of 10 knights they are representing is acceptable. AT ALL TIMES, it must be clear to your opponent what the unit actually represents. Inform them clearly before the game begins what is what in your army if you have any such units and remind them during the game too. You should avoid any confusing imagery (models with wings that don’t actually have the Fly special rule for example).

Comments