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Official Rules & FAQ's Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.**


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  #1  
Old May 27th, 2008, 01:48 AM
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A Coward's Reward


For the KoW and there leader Sir Gilbert (or Sir something...not to sure right now)..there Cowards Reward move has always been a confusion to me and my family...what does it really do?
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Old May 27th, 2008, 01:52 AM
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Re: A Coward's Reward

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Originally Posted by Vulture View Post
For the KoW and there leader Sir Gilbert (or Sir something...not to sure right now)..there Cowards Reward move has always been a confusion to me and my family...what does it really do?
Hi Vulture. Welcome to Heroscapers.

As you may be aware, when an enemy figure moves from a space where he is adjacent to one of your figures to a space where he is not adjacent, your figure gets a "passing swipe". That passing swipe involves rolling one attack die which may cause a wound which cannot be blocked.

With Coward's Reward, a KoW or Denrick actually gets to roll 2 attack dice when they take their "passing swipe" giving them more potential to do unblockable damage.

Does that help at all?

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Old May 27th, 2008, 01:53 AM
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Re: A Coward's Reward

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Originally Posted by Vulture View Post
For the KoW and there leader Sir Gilbert (or Sir something...not to sure right now)..there Cowards Reward move has always been a confusion to me and my family...what does it really do?

Whenever someone leaves an engagement with you instead of just rolling one unblockable die you get to roll two, creating a higher chance of causing a wound.

Edit: Aeston answered before me and better.

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Old May 27th, 2008, 01:54 AM
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Re: A Coward's Reward

Anytime someone disengages, or chooses to leave, engagement with a knight or Sir Denrick, then you get to roll 2 dice for the leaving engagement. If you roll 2 skulls, that's 2 wounds that figure now takes. A normal disengagement strike is 1 dice, so Coward's Reward doubles your chances to inflict a wound, or wounds, upon your opponent.

Of course, you have the option not to roll for a leaving engagement strike against an opponent, but that would be utter folly. Coward's Reward is what makes the knights such a tough unit to deal with.

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Old May 27th, 2008, 01:58 AM
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Re: A Coward's Reward

Thnx u guys that helped a lot (seriously...no sarcasm)
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Old May 27th, 2008, 02:37 AM
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Re: A Coward's Reward

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Originally Posted by rym View Post
A normal disengagement strike is 1 dice, so Coward's Reward doubles your chances to inflict a wound, or wounds, upon your opponent.
Technically, CR multiplies your chance of inflicting at least one wound by 150% - from 50% to 75%.

~Aldin, who spent a couple minutes waffling over whether to describe the chance for two wounds as 25% of the full roll or 33% of the times a wound was caused and then ultimately gave it up and attached a long, boring and rather uninformative sig line.

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Old May 27th, 2008, 03:13 AM
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Re: A Coward's Reward

Strategically speaking, the leaving engagement attack makes it very hard to justify moving most squad/common figures (1 life) out of engagement. That is great for you because then they can only attack the unit they are engaged with. (So much fun to do with Krug versus a ranged unit.)

Cowards reward makes the chance of that 1 life figure go up by an additional 50%, making what was a big risk now almost outright suicide.

It also makes it very dangerous for most heros, a 75% chance of one wound and a 25% chance of 2 wounds makes it very hard to justify moving out of engagement.

And welcome to the site Vulture, I look forward to see you hovering around.
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Old May 27th, 2008, 08:48 AM
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Re: A Coward's Reward

Welcome, Vulture...
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Old May 27th, 2008, 09:09 AM
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Re: A Coward's Reward

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Originally Posted by Revdyer View Post
Welcome, Vulture...
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Old May 27th, 2008, 10:14 AM
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Re: A Coward's Reward

Coward's reward is one of those abilities that is so good you forget it's on the card because nobody ever gets to use it
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Old May 27th, 2008, 11:07 AM
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Re: A Coward's Reward

Just to keep those probabilities straight (I don't think anyone has said anything wrong, but just to be clear):

----

Possible outcomes when rolling one die for disengagement (usual case):
No wounds: 50%
One wound: 50%

Possible outcomes when rolling two dice for disengagement (KoW/Denrick):
No wounds: 25%
One wound: 50%
Two wounds: 25%

----

Like gamjuven says, it's such a large penalty for disengagement that players rarely try to disengage from a KoW or Sir Denrick. (I've seen Krug/Hulk do it occasionally.)
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Old May 27th, 2008, 12:19 PM
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Re: A Coward's Reward

Quote:
Originally Posted by Aldin View Post
Quote:
Originally Posted by rym View Post
A normal disengagement strike is 1 dice, so Coward's Reward doubles your chances to inflict a wound, or wounds, upon your opponent.
Technically, CR multiplies your chance of inflicting at least one wound by 150% - from 50% to 75%.

~Aldin, who spent a couple minutes waffling over whether to describe the chance for two wounds as 25% of the full roll or 33% of the times a wound was caused and then ultimately gave it up and attached a long, boring and rather uninformative sig line.
Thanks for the correction Aldin.

~rym, non-mathematically.

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