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 Post subject: +1 roll to wound
PostPosted: Thu May 21, 2015 3:30 am 
Loremaster
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Ok....Ive seen this many times, and this is one of the noobiest damn things Ill ever ask. Ive only played about 3-5 games in the last half a year though.


Can someone give me a concise example of how plus one to roll would affect these combats:

Serpent guard wounding defense 4, 5, and 6.

Bolg with Strength 5 and burly two hand striking defense 4, 5, and 6.

I seem to always confuse myself when at home and not actually playing....

Now look at this cute dog:
:puppy:

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 Post subject: Re: +1 roll to wound
PostPosted: Thu May 21, 2015 7:39 am 
Wayfarer
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I think i'll be able to help you.

I'll take Bolg to explain this.
When bolg can wound, look what roll you should make to kill.
So def 4/5 need a 4+ and 6/7 need 5+. Now that Bolg has a 2h, the wounding becomes for d4/5 3+ and for 6/7 a 4+. That easy.

Serpent guards themselfs do not have a rule like that, the riders do (sorry I am a nitpicker).
When you charge you get the 1+ bonus, with s3 4/5 need a 5, where 6/7 need a 6. (just lower it when you charge, when you are charged you lose this bonus).

Now to let you in om somthing intresting: These +1 bonusus stack. So lets take the goblin prowler. With a 2h in his hand and his backstab rule, you get 2+ on your wounds. That would be forr d4/5 3+ and 6/7 4+.

To make it even more intresting, if you would use an easterling warpriest to give your prowler a s6 attack, you have an assured kill on def 4-, because you would need a 1 to kill them. Otherwise a 2+, what is really likely to happen.

Hope that I helped you :)

Edit: I forgot the piercing strike rule ;), add this and with a good role you can inflict 2 wounds on almost every opponent :P

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