Author Topic: Knights and Terrain. How do you do it?  (Read 1068 times)

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Offline The Librarian

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Knights and Terrain. How do you do it?
« on: October 04, 2014, 06:40:10 AM »
Rules as written: An imperial knight going through terrain rolls 3d6 and picks the single highest die. (see page 168). It automatically passes dangerous terrain tests. Maximum move 6"

But most people I know see that as silly and allow a house rule of some type. Either roll 3d6 and take the 2 highest, roll 3d6 take the highest and double it, or roll 4d6 and take the 2 highest.

What I'm interested in knowing is how has your gaming group house ruled this?

Offline PDzikus

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Re: Knights and Terrain. How do you do it?
« Reply #1 on: October 06, 2014, 04:53:02 AM »
Our club rule is:

roll 2d6 (like regular infantry)
double highest

Offline DCannon4Life

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Re: Knights and Terrain. How do you do it?
« Reply #2 on: October 06, 2014, 10:14:37 AM »
I've played against IKnights using both the '3D6 Highestx2' and the '3D6 Highest'. RAW it's the latter. Despite a number of players (I think I was even originally in this camp too) deciding that it's nonsense to have your 12" moving SHW reduced to between 1 and 6" because it's going over/through difficult terrain, it's fine. IKnights are powerful enough (and fast enough), they don't need ad hoc rules created that make them better.
First, you must learn Balance. --Miyagi
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Offline The Librarian

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Re: Knights and Terrain. How do you do it?
« Reply #3 on: October 22, 2014, 11:45:35 AM »
There was an FAQ released today, which clarifies how Knights move in terrain. The new, official way is 3d6 and double the highest.

Link to PDF