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 Unit coherency.

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Romanique
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PostSubject: Unit coherency.   Sun 17 Jul 2011 - 16:01

Do henchmen groups have to stay in unit coherency? If yes, how close, and do they have to move charge shoot together? Thanks.
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StyrofoamKing
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PostSubject: Re: Unit coherency.   Sun 17 Jul 2011 - 16:58

Nope! They are free to move, shoot, not shoot, etc, however they feel.

(Although, if your group uses the All Alone rules, it doesn't hurt to keep them within 6" of another model. The All Alone rules are "standard rules", but many groups forget to enforce it.)
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RationalLemming
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PostSubject: Re: Unit coherency.   Sun 17 Jul 2011 - 20:48

SK got it right.

Henchmen groups are mostly a convenience factor to make managing your warband easier. Otherwise it may be necessary to have a roster with three (or four!) pages instead of two pages. There definitely are some rules that support / define the use of henchmen groups but how you use the warriors inside a battle is totally up to you and they do not need to stick together.
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Romanique
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PostSubject: Re: Unit coherency.   Mon 18 Jul 2011 - 3:19

Thank you both. We did tink that was how it worked, but two of our group were convinced we'd read otherwise (but couldn't remember where).
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BalrogTheBuff
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PostSubject: Re: Unit coherency.   Tue 19 Jul 2011 - 11:59

Idea for someone to play with: What if there is a scenario that forces all alone tests every turn even if not in combat? Something like a creepy fog covered graveyard or something. Could be interesting, but I doubt it would do much other than add flair to a scenario.
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RationalLemming
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PostSubject: Re: Unit coherency.   Tue 19 Jul 2011 - 15:03

I think that this is done in the Night in the Graveyard scenario.
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Romanique
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PostSubject: Re: Unit coherency.   Wed 20 Jul 2011 - 9:18

And / Or lost on the swamps.
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PostSubject: Re: Unit coherency.   Today at 7:26

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Unit coherency.
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