Jump to content



Photo

Confused About Some of the Rules (Routed Units in Particular)


  • Please log in to reply
6 replies to this topic

#1 Badamec

Badamec

    Member

  • Members
  • 1 posts

Posted 10 January 2012 - 05:15 PM

I'll get right to it. So when you are defeated in combat, and your units retreat and are routed, what can you do with them? Can you place any orders on a territory with routed units? Is there any advantage to having a routed unit over a destroyed one? It seems like they are just a waste of space and we would rather have them taken off the board if they are completely useless.

Also on an unrelated note, can you muster units on your home base when there are no units on it? 

And lastly, how long have your games been going? I've played this game 3 times now once with 4 players, once with 5, and once with 6, and all three games ended near round 6-7. Is this normal or are most people going till round 10 and counting castles and strongholds?

This game is amazing. That is all.



#2 Gian

Gian

    Member

  • Members
  • 45 posts

Posted 10 January 2012 - 11:04 PM

Badamec said:

 

I'll get right to it. So when you are defeated in combat, and your units retreat and are routed, what can you do with them? Can you place any orders on a territory with routed units? Is there any advantage to having a routed unit over a destroyed one? It seems like they are just a waste of space and we would rather have them taken off the board if they are completely useless.

Also on an unrelated note, can you muster units on your home base when there are no units on it? 

And lastly, how long have your games been going? I've played this game 3 times now once with 4 players, once with 5, and once with 6, and all three games ended near round 6-7. Is this normal or are most people going till round 10 and counting castles and strongholds?

This game is amazing. That is all.

 

 

1) You cant do anything with routed units for that round except that they allow you to defend the area they occupy, but without adding the strength of the routed units to the fight (you still add non-routed units strength to the fight, both those in the affected area and those supporting the affected area, and you also must play a house card).

2) Order placement is done before any units have become routed. Retreating units that becomes routed to an area with an unresolved order  doesnt affect the order in that area.

3) The advantage of routed units compared with destroyes units is that you dont lose the units. Routed units are only in the routed state for the current round, at the end of the round all units are set back to thier normal state. In other words not a waste of space.

4) You arent allowed to place any orders in areas where you dont have units and must place orders in areas where you do have units (if you have sufficient) meaning you cant muster in an empty area regardless of if it is your home area or any other area.

5) I have played 4-player twice, the first time taking a long time (5 hours ending in round 7 or 8)  since no one knew the rules and the second time it went a lot smother taking about 3 hours also ending around round 7-8, and i have also played 6-player once, half the group being new to the game it took about 3,5 - 4 hours and it ended in round 10 in a tie that was broken bye counting of strongholds.

The amount of rounds used in games with fewer than 6-players i very much dependent on the meta, mostly regarding how to deal with house Baratheon.



#3 leajen

leajen

    Member

  • Members
  • 5 posts

Posted 11 January 2012 - 01:58 AM

 you can muster units in your home area when a westros card which allows you to muster comes up up even if there are no units in the area, just clarify for you.

As for my experience with when games end in my first one there was 5 of us and it it took us about 4 hours and ended in round 8 because of baratheons southern advantage. in my second game there was 4 of us and it end in round ten with lannisters winning when they took the last stonghold they needed and somehow pushing the baratheons back. In my next one there was 3 of us and we just keept going till one of us capture 7 castles or strongholds so it reach about 11 rounds. in my last game there was five of us again but in this one we subsituted greyjoy for martell to try and stop baratheons advantage and it reached about  8. so all of my have been pretty varied.



#4 aanubis

aanubis

    Member

  • Members
  • 8 posts

Posted 22 January 2012 - 08:06 AM

I agree on the mustering question....

Your home area has a power token physically printed on the game board.
Your home area is always yours unless it is taken over by enemy forces.  Basically the Power token that is physically printed on that space on the game board is a freebie Power token for you and stays there even if you have no units on that area.  So you always control that area even if you have no units occupying that area (because the printed Power token on the board is in that area).  Thus you can muster units in that area even if you do not have units in it.

And for more info....
An enemy can take over your home area and if that enemy leaves the area, they can place a Power token in the area to keep control over it.  They place their Power token over the printed power token on the game board to signify they control the area.  In this way, they control your home area.  If they do not leave a Power token on that area when they leave, then the area automatically goes back to you (because the Power token printed on the game board is then in affect).

 

 

 



#5 Butaman551

Butaman551

    Member

  • Members
  • 52 posts

Posted 28 January 2012 - 03:45 AM

 I'll respond to your mustering question since all of your other questions seem to have been answered adequately. 

There are two ways to muster...using the special consolidate power order or the Mustering card from the Westeros decks. 

The special consolidate power order can be used to muster one area with a castle or stronghold in it. As already stated, you can only place order tokens in areas with at least one unit in it. 

The Mustering card allows all players to muster in each area they control containing a castle or stronghold. You control any area that contains at least one of your units or a power token that you have placed after marching your last unit out of an area. As stated before, you always control your home area as long as another player hasn't put units or a power token there.

In short, with the Mustering card, you can muster in any area with a castle or stronghold as long as the area contains at least one of your units or aa power token. You. An also muster in your home area without either as long as another player has not established control. 

 

 

 



#6 Butaman551

Butaman551

    Member

  • Members
  • 52 posts

Posted 28 January 2012 - 03:48 AM

 I just realized you were only asking about your home area, so it looks like my post is beating the proverbial horse. So uhhhh...nevermind. 



#7 asphaltcowboy

asphaltcowboy

    Member

  • Members
  • 5 posts

Posted 02 February 2012 - 05:31 AM

Gian said:

3) The advantage of routed units compared with destroyes units is that you dont lose the units. Routed units are only in the routed state for the current round, at the end of the round all units are set back to thier normal state. In other words not a waste of space.

I missed this as well, the first time I played. It still amazes me that the "units are unrouted" in the clean up phase is only mentioned by one sentence, on one page of the 30-page rulebook. It's not even mentioned in the section about retreating and routed units! Ridiculous over-sight FFG! 8)






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS