So we've seen a couple instances where the "FFG Sez" (aka "Adam Sez" aka "Justin Sez") responses (which have been compiled on this BGG Thread), have run into contradictions. Now, this is likely to happen from time to time since the people who answer the Rules questions can't ALWAYS keep everything in their head at once, have to deal with lots of these, etc.
Before I contact them about these, I want to make sure that nobody else on these forums has seen other places that either better explain them, etc. (Here's the first, more will follow.)
Stealthy and Melee (FFG Sez)
The stealthy ability requires melee attacks to roll at least 3 range to hit.Melee attacks usually require 0 range (even with Reach), so 3 is all the range the attack would need.
The problem here is that I can find NOWHERE in the 2nd edition rules that mentions that Melee attacks usually require 0 range, ignore range, etc. To me, this is a relic of 1st edition mechanics.
For those that may need a history lesson:
In 1st Edition, each type of attack (Melee, Ranged, and Magic) used a different attack die (Melee used Red, Ranged used Blue, Magic used White) Each die had 1 X, but otherwise provided different allotments to damage, range, and surges on the other sides (Red was high in damage, low in range; Ranged was the opposite of Melee; Magic was in between, but I believe had extra surges) However, only a couple of sides of the Red Melee die had range. Others had no range at all. Because of this, it was very often possible, especially in the early game, to roll a Melee Attack that wasn't an X, and still not have the 1 range that would be needed to attack an adjacent unit. However, there was an exception in the rulebook specifically for Melee attacks, emphasis theirs.
p. 11 Types of Attack
Melee Attacks: Melee attacks can only be declared against adjacent spaces. However, a melee attack only misses if a miss result is rolled. Range results are ignored during melee attacks.
In 2nd Edition, however, there is only one attack die, it's Blue, and unless a miss is rolled, the valid range results are 2, 3, 4, 5, and 6.
Here's everything relevant I could find in the 2nd Edition Rulebook:
p. 9 Attack
A weapon with the Melee icon may only target a space adjacent (see "Adjacent Spaces" on page 10) to the attacking hero.
p. 12 Combat > 1. Declare weapon and target
A figure making a Melee attack can only target an adjacent space.
p. 13 Attack Keywords > Reach
The Reach keyword allows the figure to use a Melee attack to target a figure up to two spaces away, rather than only adjacent spaces. The target still needs to be in line of sight.
Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.
As such, based on just reading the 2nd Edition rulebook alone, there should be absolutely no confusion. The confusion appears to entirely be coming from people who remember the confusion that arose from the first edition (IMO, this includes whoever responded to the FFG Sez question), and whoever wrote the rulebook and designed the Blue die very intentionally did what they did to remove this confusion.
So, ignoring the FFG Sez thread post, here would be the ruling:
Melee attacks (or any other attack) against an adjacent space normally require 1 range. Melee attacks with reach (or any other attack) against a space 2 spaces away normally require 2 range. In both cases, these will never miss due to range since the minimum range on an attack roll is ALWAYS 2. Melee attacks just can't make a roll against spaces further away (see quotes above). So, a Melee attack against an adjacent space would require 4 range against a target with Stealthy. A Melee attack with Reach against a space 2 spaces away would require 5 range against a target with Stealthy.
But with the FFG Sez post, the ruling is technically different, but seemingly only because it's based on information that just doesn't exist in the 2nd Edition Ruleset.
Edited by griton, 26 August 2013 - 04:11 PM.