(Page 63 of the rulebook) - essentially the player who runs out of time puts their dice down, and for the remainder of the game can give no orders or roll any dice, including things like regeneration.
@@VictoriaWargaming yeah, that's what I think as well. Otherwise my Very Inspiring KoM heroes would rock that horn in every list... 15" range inspiring? Yes please :D
Excited for you guys!
Thanks for the battle report. Wavering units. I believe you can disengage and then execute any order that is available to a wavering unit.
you are correct. I'll let Blake and Steve know.
@@VictoriaWargaming Thanks for the tip!
at 29:30 when the boomers that moved into the woods shot they'd be at -1 to hit since they didn't give a halt order.
Even with steady aim?
Steve Faust yes. Change in V3
@@danzarembski551 From cover, isnt it? Eg you ignore the difficult terrain you're in for cover only if you had a halt order.
So, officially would a person loose who runs out of time? Or would there be other consequences?
(Page 63 of the rulebook) - essentially the player who runs out of time puts their dice down, and for the remainder of the game can give no orders or roll any dice, including things like regeneration.
Wait, hold on... Inspiring is an Aura?
That's a good question!
Just had a quick look into it, and apparently it is not (need keyword aura).
@@VictoriaWargaming yeah, that's what I think as well. Otherwise my Very Inspiring KoM heroes would rock that horn in every list... 15" range inspiring? Yes please :D
I thought I had stumbled upon something really strong. Guess not!
I have to admit I have been using the sacred horn to extend my inspiring range... d'oh!