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Take Root

Posted: Thu Jun 18, 2009 4:13 pm
by kwèk
After playing some more games with my halflings on tabletop, I have played "Take Root" in two diffrent ways. And because I have no clue how to do it right, I'll just let my opponent decide how he plays it in his league. So maybe you guys know the real rule:?:


A Treeman is down.
First you declare the action: move
Then you roll for Take Root: 1 - Fails
Then you stand up: 1,2,3 (he doesnt stand up) - Fails

Whats the ma of the treeman? is it 2 or 0.

Take root clearly states: "Immediately after declaring an Action with this player, roll a D6. On a 2 or
more, the player may take his Action as normal. On a 1, the player “takes
root”, and his MA is considered 0 until a drive ends, or he is Knocked
Down or Placed Prone
(and no, players from his own team may not try
and block him in order to try to knock him down!). A player that has taken
root may not Go For It, be pushed back for any reason, or use any skill
that would allow him to move out of his current square or be Placed
Prone. The player may block adjacent players without following-up as
part of a Block Action however if a player fails his Take Root roll as part
of a Blitz Action he may not block that turn (he can still roll to stand up if
he is Prone)."


Standing up says: "The only time a player can stand up is at the beginning of an
Action at a cost of three squares from his movement. If the
player has less than three squares of movement, he must roll 4+
to stand up - if he stands up successfully, he may not move
further squares unless he Goes For It (see Extra Rules page 20).
Failure to stand successfully for any reason is not a turnover."


Some people say that the root, once failed, stays even if he doesnt stand up. Other say the root just vanishes, and he can try again next turn.
But who is right, and who is wrong?
Also, what if the treeman gets +MA, and fails the root. Then his ma becomes 0... can he still stand up for free. Normally he should throw to stand up just because he failed the root.

I'll also mention, that even with the changing of the rule with take root from LRB4.0 that did not say "knocked down or placed prone", nothing changes. Because with standing up there is no clarification that if he fails the 4+, the treeman is "placed" prone, or just "stays" that way.

Posted: Thu Jun 18, 2009 5:20 pm
by Grumbledook
root only vanishes if he is knocked prone

if he takes root while already prone, he won't lose it until the drive ends or he gets knocked over again

Posted: Thu Jun 18, 2009 5:41 pm
by plasmoid
However,
even when rooted, and thus MA0, the treeman can try to stand up!
He has MA less than 3, so he needs a 4+ roll, but being rooted only prevents you from leaving your square - not from standing up in it.

Cheers
Martin

Posted: Thu Jun 18, 2009 5:44 pm
by plasmoid
Also,
Also, what if the treeman gets +MA, and fails the root. Then his ma becomes 0... can he still stand up for free.
I think this is fairly straightforward logic:
1. First you have to declare which action the treeman takes.
2. Then you have to roll for take root.
3. Now you can spend MA to stand up. As you have no MA, you need a 4+.

Cheers
Martin

Posted: Thu Jun 18, 2009 5:52 pm
by Fat_Emrys
If a MA3 treeman fails take root he's stuck standing at that spot until felled or the end of a drive.

If a prone MA3 treeman fails the take root roll he can still get to his feet without a roll (because he's now MA3, not MA2) but isn't going anywhere until felled or the end of the drive.

Posted: Thu Jun 18, 2009 6:02 pm
by plasmoid
Emrys, you're wrong. He's no longer MA3. He's MA0.

Posted: Thu Jun 18, 2009 6:15 pm
by Fat_Emrys
Ah yes. THat sequence thing.

Ok, 4+ still then.

Posted: Thu Jun 18, 2009 10:06 pm
by Smeborg
What about a prone Tree which takes root, declares a Blitz action, stands up (rolls a 4+ to do so) and attempts to block an adjacent player as part of his Blitz action.

Is he allowed to make the block? If yes, does he have to GFI?

Cheers

[Edit - please don't reply to this post - the question is well answered in another post.]

Posted: Fri Jun 19, 2009 6:53 am
by kwèk
A player that has taken root, "may not go for it"
So I guess Blitz is out of the question, even tough the player is standing right next to him. (wich is pretty dumb)


In our part of the world, most player play the root-rule, after he stands up (if he does) and that root does not stay on a treeman that is down. (like they do it on fumbbl)

I guess we were wrong, but this makes root even more harsh.
Ah well, at least they dropped loner on the trees! Huray for that!

Posted: Fri Jun 19, 2009 7:00 am
by Wylder
If a (non-rooted) tree is down, can it blitz to effectively stand up on a 2+, by using up its 2mv points, and a GFI?

Posted: Fri Jun 19, 2009 7:23 am
by plasmoid
Nope.
Any player with a MA of 2 or less needs to make a 4+ to stand.

Posted: Fri Jun 19, 2009 7:28 am
by Glowworm
Wylder wrote:If a (non-rooted) tree is down, can it blitz to effectively stand up on a 2+, by using up its 2mv points, and a GFI?
No, whatever the treeman is doing, he has to roll 4+ first, if you have already rolled the take root rule that turn he can then stand up, if he wanted to blitz (which should have been declared berofe the take root roll so you risk losing the action on a 1,2 or 3) he then has to GFi to blitz.

Posted: Fri Jun 19, 2009 7:46 am
by daloonieshaman
glowworm wrote:
Wylder wrote:If a (non-rooted) tree is down, can it blitz to effectively stand up on a 2+, by using up its 2mv points, and a GFI?
No, whatever the treeman is doing, he has to roll 4+ first, if you have already rolled the take root rule that turn he can then stand up, if he wanted to blitz (which should have been declared berofe the take root roll so you risk losing the action on a 1,2 or 3) he then has to GFi to blitz.
Just to clarify
you risk loosing the blitz on any of 3 rolls
1) Roll to stand up (the 1,2,3)
2) GFI to blitz (on a 1)
*3* do not forget the (1) for take root

lots of rolls for a team turn Blitz. Hard part is you have to declare the Blitz before any of the other rolls (Take Root, Stand, GFI)

Posted: Wed Jul 22, 2009 2:57 pm
by napking
In all scenarios, the treeman starts the turn prone with MA2 and wishes to make a move action (blitz action in italics):

Scenario 1:
Declare action; roll 1 for Take Root -> MA=0; Roll 1,2,3 to stand up -> remains prone and with MA=0. (lose blitz action)

Scenario 2:
Declare action; roll 1 for Take Root -> MA=0; Roll 4,5,6 to stand up -> stands on feet and ends action, no GFIs (lose blitz action)

Scenario 3:
Declare action; roll 2+ for Take Root -> MA stays 2; Roll 1,2,3 to stand up -> remains prone with MA=2. (lose blitz action)

Scenario 4:
Declare action; roll 2+ for Take Root -> MA stays 2; Roll 4,5,6 to stand up -> stands on feet and only move through GFIs (can perform blitz as normal rolling GFIs for each square moved)


Only thing I'd like to clarify is in Scenario 1 if the MA stays at 0 or not. Does he have be be knocked down (as a verb or game action) or merely be in a prone position (as an adjective or game state) to regain the MA2?

UPDATE: Scenario 1 is correct as written, maintain MA0 while prone. Scenario 2 corrected. (thank you Xeterog, zerak and plasmoid)

Posted: Wed Jul 22, 2009 5:38 pm
by Xeterog
Scenario 1: You only become unrooted when you are Knocked Prone. Since you were already prone, thus not Knocked Prone, the Rooted condition stays.

Scenario 2: You cannot perform the Blitz action, as you have 0 MA due to taking root
from the Take Root Skill:
The player may block adjacent players without following-up as
part of a Block Action however if a player fails his Take Root roll as part
of a Blitz Action he may not block that turn
(he can still roll to stand up if
he is Prone).

the other 2 scenarios are correct