Swodaems wrote:How far back would that cover bonus extend? (Does the arrow travel thru the middle elevation in a straight line until it drop on the head of its target? Can we stick the entire formation behind fliers to get a cover bonus?)
Ack. Cover is getting too complicated. New Cover Defense Bonus Definition:
If there is a Unit or Terrain (the 'Cover') that is adjacent to you, and between you and an attacker who has RLOS on you (i.e. a straight line drawn from you to the attacker passes through the Cover square), you receive a +4 Cover Defense bonus against any Strike or Fire action if the attacker is at the same or lower elevation as you. Only a single cover bonus is applied, no matter how much Cover is between you and a given attacker.
Swodaems wrote:Can we stack the cover bonus from the fliers by putting multiple ones in front of the ground troops?
You can only receive a max +4 Cover bonus, and only if the fliers, attackers, and ground troops are all at the same elevation, and the fliers are directly in front of the ground troops. See above.
Swodaems wrote:Would the back row of fliers in a 4x2 formation get a cover bonus against middle elevation archers with the entire formation placed at middle elevation? What if the formation was at highest elevation and the archers were firing from underneath?
As long as the fliers are at the same or higher elevation as the archers, all at the same elevation to each other, and adjacent to each other, any units other than those in the front row get a +4 Cover Defense bonus.
Swodaems wrote:Would Bats contribute to cover if they were in front of someone but not screening him?
Yes, same as any unit. Also note that a Bat assigned to screen a unit will negate a Fire attack, even if that attack could not have possibly caused any damage based on the target's defense. (In other words, they don't just negate 'successful' attacks.)
Swodaems wrote:Can bats screen for bats?
No, bats cannot be targeted by Fire actions, so they cannot screen for each other. The Brickabat Screen ability's cost cannot be circumvented by any means (and I will Retcon the bats to provide them additional immunities if a way is discovered). But, if the bats survive the entire combat with a single hit left, they will be restored to their full 8 hits at the beginning of the following turn, when all units heal.
Swodaems wrote:Are there rules about dropping and picking up the ram we should know about? Does anything stop us from having the heavies move it in the first 5 squares and then pass it to fliers?
4 units (including Fliers, but excluding Brickabats) are required to move the ram. If 2 fliers are killed, the ram is dropped. If one flier is killed, the ram cannot be moved until another flier is added to bring the total back to 4.
New fliers will not be able to move in fast enough between archers firing and fliers falling to replace slain fliers before it is dropped - all archer fire actions will resolve first.
If new units are substituted to replace fallen units, the ram can only be moved 2/3rds of the lowest remaining move for the 4 units carrying the ram, so for maximum effect, the new units would need to start in the same squares that the currently-carrying units ended in.
So, you could, in theory, rush the ram carriers (w/ out the ram) in 8 squares, then have the fliers fly the ram in 8 squares and drop it into the squares that the carries are occupying. This may gain you a 3 square head-start if the archers do not the fliers as they cross into the hex. As the previous scenario showed, however, if they delay their action, they can fire as soon as the fliers cross, and could potentially cause the ram to be dropped at the hex border, ruining this maneuver.
For fliers, changing elevation costs 2 squares of movement to increase elevation, and 1 to lower it.
Finally, Gumps look like they are large enough that they could single-handedly carry one of the rams, and may even be able to move without penalty, so dropping it within their reach could be bad if, say, they were to grab it, run to the wall, and throw it on the roof...
Swodaems wrote:How exactly did you come up with the speed mods of 8->5 and 12->8 while ram carrying? Was it as simple a conversion as takeing 2/3s of the unit's move and rounding down or to nearest whole?
Yes, carrying a ram reduces movement to 2/3rds.