I followed interestingly the Wizard Spell Casting sequence in this thread:
viewtopic.php?f=24&t=31543
and I was interested in understanding Tom's answer:
That made a lot of sense until I read the rule of the fireball again:Wizards are ONLY used BETWEEN turns. So its not a turnover and the opponents turn has not started.
can someone explain to me how you get to "a player of the moving team" when you are out of sequence for the turn, as well as understanding the turnover possibility outside the turn sequence.Fireball: Choose a target square anywhere on the pitch. Roll
one dice to hit each standing player (from either team) that is
either in the target square or a square adjacent to it. If the 'to hit'
roll is a 4 or more then the target is Knocked Down. If it is a 3 or
less he manages to dodge the fireball"s blast. Make an Armour
roll (and possible Injury as well) for any player that is Knocked
Down as if they had been Knocked Down by a player with the
Mighty Blow skill. If a player on the moving team is Knocked
Down by a fireball, then the moving team does not suffer a
turnover unless the player was carrying the ball at the time.
Does that mean that if you cast a fireball at the starts of your turn and knock over your ball carrier you get:
1) no impact, the rule is redundant since you haven't started your turn yet you can't turn over
2) you wasted your turn and you suffer a turnover.
Answer: Ideally just don't cast a fireball next to your ball carrier and stop asking questions I guess
