Josh was at GenCon this weekend and had a chance to ask Brooks some rules questions. Most of them came back as expected, but there was one that didn't jive with the way we've been playing. I wasn't there to ask for more details, so I wanted to post here to see if I can get a more detailed explanation (possibly with an errata to the rules, if it's meant to work the way it was ruled). I've talked about this in an old thread, but I'm reposting the relevant pictures here so I can submit a question to the submission form with the pictures.
Okay, so, the question is about closing in. So let's say this scion has finished off a tray of archers like so:
Once you remove the empty tray, they are no longer engaged and the Scion can choose to close in. So far, all matches up with the ruling.
So, let's say the Scion chooses to close in by shifting forward. Brooks ruled that it can do so, but it ends up engaged side-to-side. I don't see how this can possibly be the case. Let's jump to the RRG
Quote17.1 To close in, a unit performs a speed-1 shift action and must collide with the enemy unit it was most recently engaged with—the enemy unit that had one or more of its trays removed. If there is a collision with that unit, the unit squares up as normal, but any other game effects that are triggered when units collide are ignored.
Okay, so we're looking for a collision. If the scion moves straight forward, it should collide either with the corner of the unit or, that failing, with the connector, as shown on one of the two pictures below:
The only way you could possibly not have a collision in one of those two ways is if you could ignore the enemy's connectors, but the RRG only talks about ignoring the moving unit's connectors, not the enemy. Under movement, 55.3, bullet point 3:
QuoteIf the only part of a unit that would overlap an obstacle is a connector on one of the unit’s side edges, the unit can be slightly nudged directly away from the obstacle such that the connector no longer overlaps the obstacle. Then, the movement proceeds as normal. (When moving sideways, this rule applies to the connectors on the front and back edges of the unit instead of the side edges.)
(This bit also uses the word "can," which is my least favorite word in the entirety of this game's rules, as it sometimes seems to indicate a choice and other times doesn't. I'd prefer if all instances of "can" were replaced with either "may" or "must" to make these clear whether they're an option or not. Maybe we'll get errata someday...)
Anyway, since it doesn't say anything about the connectors on the obstacle, just on the moving unit, I'm going to assume that connectors on the obstacle are considered, and the unit has collided. So now 17.1 tells us to square up as normal. Let's check out the squaring up rules.
Quote77.1 To square up his unit, the player pivots his unit around the point of contact with the enemy unit until the squaring-up unit’s front edge is parallel with the enemy unit’s contacted edge for that engagement. Then, the player slides the squaring-up unit in either direction of his choice along the contacted edge, stopping at the first opportunity for the trays of the moving unit to be aligned with the trays of the enemy unit.
This text specifically calls out the front edge of the squaring-up unit and the contacted edge of the enemy unit. To me, this says that you should pivot toward the enemy unit, and end up with your front squared up to their side. A flanking engagement. The only time the rules allow for you to square up using anything aside from your front edge is a short bit later:
Quote77.3 If a unit is moving backward or sideways, the edge of that unit that was aligned with the start and end guides of the movement template are treated as that unit’s front edge for the purposes of squaring up.
But the unit wasn't moving backwards or sideways. It was moving forward. Therefore, there should be no way to square up using the side of the unit. Have I missed something?
Edited by Zetan