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Expansion Skills/Abilities


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#1 elidaman

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Posted 13 February 2013 - 03:56 AM

Can i implement on a regular battle or in other expansions the skills/abilities from a previous expansion?

Example: Stimulant Kit …



#2 ??!

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Posted 13 February 2013 - 04:57 AM

You can use all the skills and abilities of all miniatures that are part of your army. It doesn't actually matter which expansion included the rules. Considering your example, the Stimulant Kit: You may use it if (and only if) your army includes one of the Armor 3 Command squads. Which campaign or game setup you play isn't important at all.



#3 elidaman

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Posted 13 February 2013 - 06:22 AM

Thank  you for the response and love your name :)



#4 Kriegschatten

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Posted 14 February 2013 - 01:33 AM

I disagree, slightly.

Yes, you can use new skills from later expansions in earlier scenarios, but it's possible that doing so will break the scenario.

The stimulant kit is a perfect example.  Having the Allies dope up one of their Move 2 Jump infantry units can triviliaze those scenarios where victory involves getting a unit to a certain square.  Aircraft with their ability to deploy anywhere on the map are even worse.

 

So, you should always exercise a little care when trying to use newer units in an earlier scenario.



#5 SeismicShock

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Posted 14 February 2013 - 09:11 AM

Kriegschatten said:

I disagree, slightly.

Yes, you can use new skills from later expansions in earlier scenarios, but it's possible that doing so will break the scenario.

The stimulant kit is a perfect example.  Having the Allies dope up one of their Move 2 Jump infantry units can triviliaze those scenarios where victory involves getting a unit to a certain square.  Aircraft with their ability to deploy anywhere on the map are even worse.

 

So, you should always exercise a little care when trying to use newer units in an earlier scenario.

 

So consider shelving "newer" units entirely, don't use a unit but ignore it's abilities, that would be a waste of points



#6 Miah999

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Posted 14 February 2013 - 10:55 PM

I've found the best solution for fixing a "broken" scenario is to change the Victory conditions slightly.

For instance if the victory condition is "reach the enemy depolment zone" then change that to "hold a square in the enemy deployment zone for one turn with any infantry or ground vehicle."

That way aircraft with advanced deployment don't break the scenario, and by requiring the unit to hold the square instead of just reach it you give the defending player a chance to dislodge the attacker. It also makes it far riskier to spend all of your action to get to the zone, and not have any left to attack.

That's one example, but with only slight changes you can update most scenarios for use with the latest units.



#7 elidaman

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Posted 15 February 2013 - 07:29 AM

Hi Kriegschatten,

I just started the first 'victory' book scenarios..looking through the pages there is no mention of cant or can; which means can :). Some scenarioes do come with a limit, but nothing that blocks which Ability unit you can bring in. Like the first tutorial scenario; bring one walker and squad.

What i did was bring a hero + squad and the hans for first try.. should of lost, but when my oponent roles 0/16 in one attack; its :)

Overall really loving the Board game and feel well about the huge investment (2K) i made to it also with time (painting). Know the rules well and even the grey ones. Some things are not cut clear i've noticed.

Enjoy and let the war continue :)

 

 






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