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#5 |
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Join Date: May 2015
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More questions about fliers in combat:
8. When a multi-hex figure (e.g. a dragon) faces an opponent from more than one hex and therefore more than one direction on the target, does the multi-hex figure get the best or worst applicable attack modifier for facing? 9. How much can a flier change their altitude per turn? Does doing so cost any MA? 10. Do fliers need to only move 1 hex when Disbelieving, or can they move more? Casting spells? 11. Can illusions or summons which can fly be created to start out flying, or must they start on the ground and can only take off on the turn after they were created? 12. Gargoyles are said to "always" land for combat - does this mean they can or will not fight other fliers in the air? What I would tend to say: 8. Use the facing that favors the defender, since I think the bonus for side/rear attacks is mainly about the defender not being able to see the attacker well. (However I might use less less favorable facing for determining whether a shield can help or not.) 9. I don't know of any rule, but I might think 1 MA per yard (per 4 feet?) of height. 10. Seems to me like they should probably be able to fly up to half MA and Disbelieve, or cast spells. Though RAW it looks like it might be 1 hex like everyone else, since there seems to be no mention of it as an exception. 11. I think they're intended to need to start on the ground. 12. I don't know. I'm tempted to say they need to land, though it has big balance effects one way or another. |
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