Post by stevie on Nov 10, 2020 9:41:29 GMT
EDIT: while I'm here, is the tactic of placing the stronghold in bad going and then defending with lurkers and beasts a solid one?
Well, we have to take into consideration all of the HoTT 2.1 rules.
The Strongholds section on page 12 says:-
“A stronghold cannot be placed entirely behind terrain impassable to ground troops -
there must be at least a one element wide passable route to it.”
...so they can be placed in or be entirely surrounded by bad going (although it is the
attacker that chooses and dices for the base edges...the defender with their Stronghold
has no control over this).
But more importantly page 12 goes on to say:-
“As terrain defences are already included in a stronghold’s combat factor (see page 22),
Strongholds and enemy troops in close combat (i.e. frontal) contact with them are always
treated as if in flat good going, so ignore any terrain-based tactical factors, and are not
destroyed if they recoil into terrain that would normally destroy them. They can however
be contacted by enemy Lurkers as normal.”
In short, having a stronghold in bad going has no effect on combat, allows the attacker to
use their Lurkers to assault the place, and if surrounded by hindering terrain it merely slows
the enemy down and prevents group movement (although it would give defender’s more
opportunities to use their own defending Lurkers and Beasts...assuming of course that the
attacker’s base-edge selection allows the defender to place their Stronghold into such a position
in the first place).
See page 13 item (4): at least two bad going terrain pieces must be placed so that at least their
nearest point is within 600p of the centre of the table, plus page 12 says Strongholds must be
placed so that their nearest point is within 400p of the centre of their table base-edge.