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Yesterday MarkW and myself had our first game, using Epic miniatures, and what a blast it was!

We played pre-Heresy 1k Sons (me, 6 units + general) against Blood Angels (MarkW, 7 units + general), 200 crowns including a sorcerer on each side. Beside lots of consulting the rule book on both sides, the vs system played very smooth and some epic dice rolling, both good and bad, made for a great match!
Unfortunately we didn't take any pictures, which my half painted minis appreciate, hehe
Overall, i enjoyed the tactical challenge command points represent, as well as being able to pump all CP into one unit to have it do several heroic actions in one turn!

Can't wait for the next game!
Sounds like it was an awesome game! If only there were some pictures...
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Can a unit (not monstrous creature) initiate a ranged while being in base-to-base contact with an enemy unit?
No.
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Heros, page 11, Joining a unit: "If this movement will allow you to reach a friendly unit, then you may join any that are within your current movement range."
The rules says 'may' so i don't need to join an unit even if in range?
Is there a penalty for not joining a unit?
If a hero is force to flee for a unit and is unable to reach one, then he is eliminated from play. That bit was accidentally edited out in the last revision but has been replaced in the upcoming update.

The emphasis in the sentence you quoted should be on the word
any and not
may. Meaning that you don't have to join the closest unit but that you may join any friendly unit in range.
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Sorcery, page 21, Casting: "The cost of casting a spell is 1 AP."
AP is not referenced anywhere else and we assumed it is exactly the same as CP (and gets payed out of the CP pool)?!
Another little slip that has been fixed in the update. It is, indeed, supposed to be Cp. You played it right- good eye!
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The spell 'Blink' caused a bit of confusion and it would be great to know if we played it right.
The way we played it was nominating a unit after a successful casting and 'blinking' it within the casting result in inches measured from the nominated unit (rather then from the caster). Correct?
You played it correctly. The distance the unit blinks is from its current location.
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The dismissal of an upkeep spell doesn't count as an action for the (original) caster, right?
Actively dismissing a spell [and not simply casting another upkeep spell] would require an action. This means that if you want to move that barrier out of your way so that you can charge your opponent, then it's going to cost you!!
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Break checks seemed slightly… not threatening.
Both armies had a Command Roll of D10 and we felt that the threat of rolling a 1 even with 2-3 die was kind of neglectable. Are games supposed to end more likely by a General kill or wiping out of the opposing force?
I hear what your saying. Doing some quick math in my head, I believe you're looking at roughly a 27% chance on 3 dice of getting a 1 on any single die. That isn't
super threatening. If you find that your games don't end quickly enough with the breaking rule, then just use the hard break rules.
Besides adding a little tension and uncertainty, one of the main reasons the rule is in place is to keep small 'super elite' armies from being routed too quickly. I'm talking about something like a Khorne Chaos fantasy army with fully decked out units. You might only have 4-5 units on the field for a force like this in a small game of MAYHEM. I wanted to ensure that a list like that remained a truly viable option.
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We played on a 24inch square table which felt small but not limiting.
However, would there be a recommendation about the size of terrain pieces for 6-10mm games?
Our table already felt packed with two terrain pieces.
There's more on this in the final update [which should be out this next week - I hope!], but the general idea is to make the terrain areas divisible by unit basing. Some options for 6-10mm would be: 40mmx40mm areas, 40mmx80mm, 80mmx80mm. These can be is various shapes, but it's best if units can neatly square-up on distinct sections. If using existing terrain, then just discuss with your opponent how units should/will square-up on these terrain features.
I like to create interesting areas of interaction and/or opportunities for different strategic and tactical possibilities when setting up terrain. For example, the simple act of placing a large number of small terrain features to the extreme left [extreme right for the opposing player] leaves a large area of the battlefield for open field match-ups while the twists and turns of the terrain laden portion of the field can be used to great effect by fast cavalry, heroes, and ranged units looking for cover.
Also, areas of terrain that are classified as 'visually difficult' only can be used to great effect to make the play area more visually appealing. Areas of tall grasses, scrub, and brush work well for this.