Characters in a battle?

Ok, zup guys/ladies…We have been involved in a fairly large war betwenn
Dhoesone and the Rjuriks in what could be called a “racial” war, Anuirans
vs Rjuriks…so, we have had many battles using the war cards…

One confusing part came up tho...How does characters in the battle played?

Ok, that is…are they attached to a unit? In the rules it says that
wizards are treated as individuals and that NPC wizards must be attached to
a unit and if that unit is destroyed, then the wizard is slain as
well…major foul! Kinda a cheesy ruling…ok, but continuing…Now, in
order to be able to attach the adventurers card to a unit…how many
adventurers is this exactly? And, let’s say that you attach a mage to the
unit…now, if he casts spells, does the unit still get their melee,
missile, and charge bonuses for the adventurers card despite already having
the mage use magic in the magic phase? I realize that the war rounds are
different from standard AD&D battle rounds…and that the wizard may be
able to do more in a war round than a battle round, so is this the case?
We are having a bad run of this as we can’t decide how to interpret the
rules…we are all getting different ideas…how is it supposed to be?
Thanks,
Bondman

“Do you expect me to talk?”
“No, Mr. Bond, I expect you to die!”
“Bummer…”

Bondman - Owner of the CSL’s Denver Broncos
Fan of Bond, James Bond 007
Insanity manifested

“Life is a series of paths that we all walk on. If we choose the right
ones to follow, fortune and life are ours. Stray from the paths that God
lights before us and we will surely find ourselves in the company of
failure and despair.”

On 26-Jan-98, Bond007 (bond007@hci.net) wrote about [BIRTHRIGHT] - Characters
in a battle?:

  • ->One confusing part came up tho…How does characters in the battle played?
  • -> Ok, that is…are they attached to a unit? In the rules it says that
  • ->wizards are treated as individuals and that NPC wizards must be attached to
  • ->a unit and if that unit is destroyed, then the wizard is slain as
  • ->well…major foul!

I have been doing this way:

  1. The adventure card symbolises the original units increase in morale when
    an adventure groupe is attached to them (have to be 3+ characters)

  2. The PC mage’s magic is a “bonus” for the unit and will not affect the
    attacknumbers and bonuses from the adnveturers card.

  3. I let the characters roleplaye 3-5 combat rounds each time when “their”
    unit is in combat. This can affect the result for the whole units combat (eg.
    a successful “charge” from all characters would prevent a fallback result).

//Trizt of Ward^RITE


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