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Fnoffen got a reaction from Steve-O in Automated Defense Turrets in Base game?!?
Well imho, fighters, while cheap to produce, are not THAT OP. Sure you can more or less spam them but they shoot worse than a Storm Trooper. In other words, they can be useful to soak up hits but they don't really deal out that much. And you could always counter the enemy fighter swarm with one of your own. If you couple yours with one or two destroyers, you're more or less good to go.
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Fnoffen reacted to Xraysteve in One more thing about the app
I'm not trying to change his mind. Just trying to keep those reasons from getting too ingrained in those that are more 'on the fence'.
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Fnoffen reacted to theonelawler in One more thing about the app
strange i have not found any FFG games that dont have both an errata and faq for download under the support tab and i can only guess it would be the same for any app.
From the look of the game it seems like it would not be anything close to the same with out the app while i am sure they could have make an ok game just with cards it seems like the game will be great with the app doing alot more than cards ever could.
but only time will tell
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Fnoffen reacted to Scottgun in One more thing about the app
Meanwhile, I'm one of those nutcases that really only care if the game is any darn good. If it's great, I'm buying. If it stinks, it doesn't matter if it needs an app or not, I'm not buying.
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Fnoffen got a reaction from Narcissistic Cannibal in Expansions
Boardgamers of today are almost spoiled. Back in my day you bought a game and were lucky if an expansion came out at all. This game has barely hit the shelves and players are already screaming for expansions. And expecting them with a year tops…
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Fnoffen reacted to Steve-O in When is the next reprint?
Check for it on the Upcoming page. We all get our intel from the same place. =)
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Fnoffen reacted to Steve-O in Expansion Ideas
TI is Christian T Petersen's baby, as well as the company's flagship game. I get the impression that Mr. Petersen doesn't like to add material willy-nilly, but prefers to wait until he has enough good ideas to properly fill a box. Hence the five years or so between Shattered Empire and Shards.
He's also CEO of the company, and the company is getting pretty big these days, so he probably doesn't have that much time to devote to game design.
It's just as well, IMHO. Not that I'm opposed to more content in Twilight Imperium, but there's enough there to keep me occupied as it is. It's also kind of nice to have at least one game that isn't a mindless deluge of expansions. =P
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Fnoffen reacted to Steve-O in Question about Xxcha special ability
Fnoffen is correct.
Every time another player deploys units to the board, Xxcha has the option of putting a single unit in the Galactic Council for free. You may also deploy normally on your own turn. You do not get a free unit with your own deployment though.
Thematically, the Xxcha are reknown diplomats and advisors, so you have lone turtles traveling down with other armies.
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Fnoffen reacted to Steve-O in Space Docks
The production capacity is the number of plastic units you can produce at that space dock each time you have the option of building things. You can spend as much money as you want, but you can't build more plastic than the limit.
When you build GF or FT, that's 2 pieces of plastic for 1 resource. Counts for two against the limit, it's just cheaper. You can build a solo GF if you really want it and the production capacity won't allow 2, but you still pay full price.
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Fnoffen got a reaction from player716004 in Galactic Council
None other than the fact that there is a secret win condition tied to it. I think it reads "I win if I have more forces in the Galactic Council than any other player." or something to that effect. That and the obvious strategic positioning as you should be able to reach almost any other place from there in one move.
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Fnoffen reacted to Steve-O in Important clarification request!!!
1)special race combat's habilities (like +1 during any combat roll granted to Sardak N'Orr) and technologies which grant higher firepower (like Hilar V assult laser) and the action card (hereinfater the AC) Morale Boost (+1 firepower for 1 combat round) do they sum their firepower values?? ex.:
Yes, all combat bonuses that apply will stack.
1a)if the Sardak N'Orr ows the Hilar V assult Tec. and the actin card Morale boost, if he plays during the 1st round of a space combat the Morale boost AC, it means that during the 1st round of the space battle its firepowers is increased by 2 (+2)?: +1 race hability +1 Morale boost AC and +3 only for cruisers and destroyers (+1 Hilar V assult Tec.only for cruisers and destroyers)?
Correct.
1b)if Mentak Coalition ows Hilar V assult laser Tec. and Morale boost AC and he uses the Morale boost AC during the pre-combat action's special hability about the one shot by its up to 2 cruisers or destroyers, it means that the firepower of its cruisers and destroyers are increased by 3 (+3) during this pre-combat phase?
I don't think you can play Morale Boost during pre-combat. I don't have the card in front of me, but I'm pretty sure it says to play it before a combat round. There are no combat rounds during pre-combat.
1c)Univ. of Jol-Nar ows Hilar V assult laser Tec. and Morale boost AC, before the begin of a space he declares the use of his Morale boost AC during the 1st combat round, does it means that during the 1st combat round his firepower is 0?: -1 his hability and +1 Morale boost AC, but it's +1 only regarding cruisers and destroyers +1 Hilar V assult Tec.only for cruisers and destroyers)?
Correct. Although, as above, you don't actually play Morale Boost until just before the first combat round. Jol-Nar can declare the play before Space Combat begins if he wants, he's just announcing it early.
2) if 1 or 2 destroyers which belong to Mentak Coalition during the pre-combat phase participate to the Mentak hability's action can they also participate to the Destroyer anti-fighter barrage during the same pre-combat phase?
Yes, those ships effectively fire twice in pre-combat. I think there's something about the Mentak player getting to choose the order in which he resolves abilities that take place at the same time (ie: regular pre-combat and his racial pre-combat.) But obviously, Mentak would always choose to resolve his racial first because the ships hit by those one or two shots don't get to return fire.
3)during the action phase a player has run out his Command Counters (hereinafter CC) and ha has also already executed his strategy card, so he declares that he passes. After it another player executes his Logistic strategy card and the player who passed executes the 2nd hability of the logistic card, and he puts the CC that he has just recevied on its command pool area. Is this player allowed to use this new CC as tactical or transfer actions during the same action phase?? or he has to keep these CC till the new game round phase?
Once you have declared a Pass, you're done. This player would have to wait until next turn to do anything with the bonus CC. You can always choose to Pass, even if you have things left to do at the time (as long as you've used your SC, that is.) But having Passed, you cannot change your mind later and do stuff again.
This is precisely what makes Yssaril's "skip" ability so powerful. He can effectively pass for one action and then come back to do something later. By skipping every other action and delaying his really important moves to the end, he can wait until everyone else has Passed and then do several things when no one can respond.
4)a player land his ground forces (GF) in a hostile planet which contains only an enemy PDS (and a space dock)but not ground defender forces, are the invaders ground forces subjected to the PDS fire or not??
Yes. The PDS is automated and will fire whether there are GFs present or not. (Alternately, the PDS has its own ground crew not represented by GF tokens.)
PDS fire on incoming enemy GFs during the Planetary Landings step, which comes before Invasion Combat. It is not actually part of Invasion Combat.
a similar case: a dreadnought elimiate (by bombardment) the only 1 defender GF in a planet which also contains a PDS, are the attacker GF landed on the planet subjeted to the PDS defender fire??
A Dreadnought cannot bombard a planet that contains a PDS.
A War Sun can, however, and the answer is still yes; the PDS will fire on incoming enemy GFs, as above.
5)during a retreat/withdrawal after a space battle, PDS belonging to the not retreating palyer, that are in range of firing on the system which receives the retreating fleet, are they allowed to open fire even during a retreat??
No. "PDS Fire" is not an inherent ability that triggers whenever a system is activated. "PDS Fire" is a separate step in the Tactical Action sequence (Step 3, to be precise.) There is no provision for PDS fire during a retreat, so PDS do not fire at that time.
6)during a tranfer action both activated systems are within the fire range of an enemy PDS, can the PDS open fire on both systems or it may fire just on 1 sole system??
The PDS can only fire on 1 system (controlling player's choice.) This happens after the active player is finished moving his ships back and forth. See Page 14 of the core rulebook.
7)if the attacker plays the AC Local Unrest in a enemy planet where there are only 1 PDS (and 1 space dock) but no GF, what is going to become the planet's status?? just exhausted or it reverts into neutral (provoquing the destruction of the PDS and of the space dock)??
The planet reverts to neutral status, the PDS and SD are destroyed. This one is in the FAQ.
8) the official FAQ about the 2nd Combat question (page 3) says:
Q: If a Dreadnought is damaged by a pre-combat ability, can it be destroyed by a Direct Hit card?
A: Yes, because pre-combat abilities happen during the Space Battle step of an activation. Ships that are damaged by PDS fire (or by space mines in SHATTERED EMPIRE) may not be targeted by “Direct Hit,” since PDS fire does not occur in the Space Battle step.
In my opinion this explanation need to be clarified better...becuase it's said that a Dreadnought cannot be targeted by “Direct Hit" during any pre-combat phase (like PDS fire), becuase the Direct Hit AC is allowed to be played just during the Space Battle sequence (so after the pre-combat sequence). Providing this explanation, I consider that a Dreadnought which has been damaged by a pre-combat ability, it can be destroyed by a Direct Hit card played just during the space combat squence and not during the earlier step of the pre-combat sequence. Is it correct??
I think you're getting confused about the meaning of the term "pre-combat."
These are the steps of a Tactical Action. They are resolved in order, and each step is a separate entity:
1) Activate the system
2) Movement
3) PDS Fire
4) Space Battles
5) Planetary Landings
6) Invasion Combat
7) Production
"Pre-combat" is a special term in this game that refers to abilities which happen at the beginning of the Space Battles step (4), but before the actual battle begins. Such as destroyers using anti-fighter barrage, or the Mentak racial ability we were discussing above.
"Pre-combat" does not include things which happen in earlier steps of the Tactical Action, such as PDS Fire (step 3) or space mines (which trigger during step 2: movement, IIRC.)
The "Direct Hit" AC must be played during the Space Battles step (4.) This is what the FAQ answer is saying. As such, it may be used in response to "pre-combat" abilities, because those happen in the Space Battles step. It may not be used in response to PDS fire or mines, because those things happen in other steps, outside of "Space Battles."
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Fnoffen reacted to robertcop2 in Selecting same SC twice in 4 player game
You are just not allowed to choose the Initiative strategy card. Any other you can choose as many times as desired (if available).
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Fnoffen got a reaction from adamwehn in Ruling on Law in combination with Ghosts of Creuss
Not really.There can only ever be 3 "D" wormholes on the board at any given time. Two of them have a constant placement in the Creuss Home System off map and on the space where their Home System would be if they were not the Creuss. The third "D" wormhole is located on board their flagship and can only exist if said ship does. I know that many people have misinterpreted the Creuss flagship rules as it being able to travel anywhere with only 1 move. This is incorrect. It only has a movement of 1 (if memory serves) and the flagship rules do state that you treat the target system as having THE wormhole. Not A wormhole. The end result of this is that the Creuss may move ships from their home system or the Creuss Gate to the same system as the one their flagship is moving to.
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Fnoffen got a reaction from adamwehn in How does the Mentak Salvage ability work on flagships?
I would probably rule that flagships be excluded from the possibility of salvage. FAQ might have something about it.
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Fnoffen reacted to adamwehn in My observations of the game, and how to best introduce new players.
To further expand upon my views here regarding the scenario game for the fall of the empire. The reason I find this superior to the base game without expansions is that it eliminates many of the more complex parts of the game. It almost exclusively focuses on the mechanics of the game and flow of the game through the phases. The phases in my experience are where most of the players have the most trouble with comprehension. Once the new players have grasped the flow of the game with the phases and the mechanics of activating systems and so on, then I would move on to the base game with the original strategy card set and play with that until the new players are comfortable with the parts implemented in that setup. After that I would go free reign and allow players to suggest and explore the game with me and other experienced players as guides to help them. To the experienced players I would like to say this. Remember we were all at one point staring at the rule book for this game scratching our heads saying "What?" If you view new players with this perspective in mind and take a compassionate and encouraging approach, rather then a dominating and superior approach you will be looked upon more kindly. Take things slow with new players, ease them into the game, rather then bombard them with all kinds of rules and complex parts of the game. -
Fnoffen reacted to Steve-O in Lazax Survivor
I always saw it as you rescued them and gained political clout for having done so. (Just because you're "invading" doesn't mean you have to shoot whatever you find - helpless refugees included.) However, a small handful of Lazax survivors does not an Empire make, so it's not like the whole game just stops and they reclaim the throne.
Plus, you know, there's the fact that about half of the original factions conspired to overthrow the Lazax empire in the first place, because they found it corrupt and oppressive. Setting off a period of strife that lit the galaxy on fire and sent everybody back to their home systems to lick their respective wounds for a couple centuries. If the Lazax are going to take back the throne they'll need to do it with their own army. =P
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Fnoffen reacted to adamwehn in Playing TI3 with 4 players in 2 hours
I don't think I'd want a game to take two hours, at that point in my opinion it no longer is Twilight Imperium. Part of why it takes so long is the depth of the game play, when you start trying to shorten the game invariably you're going to cut out the depth of the gameplay.
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Fnoffen got a reaction from adamwehn in Twilight Imperium as an RPG.
I for one would LOVE a well functioning TI3-based RPG! The question is when in the timeline it should be set. Before the Twilight War? During it? At the time TI3 is played out? My vote (I only have one since my Home System is tapped and I own no other planet) would be cast on before the war.
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Fnoffen reacted to Steve-O in Star of Death + Gen Synth question
If ACs are resolved last (and specifically after Tech) then logically it doesn't matter what planet you're nuking with Star of Death. Gen Synth is resolved "first" (at which time there are no destroyed GFs to revive, so nothing happens), and then SoD is resolved after that, destroying all GFs on the planet without any chance of revival.
By extension, any AC that kills GFs would be immune to Gen Synth because the AC is resolved last. At least that's how I see it, according to this FAQ ruling.
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Fnoffen reacted to Steve-O in system control
The answer you seek is on page 8 of the FAQ.
In order to control a system, you must control every planet in the system, and you must have at least one non-fighter ship in orbit. If there are no planets in the system, then you already control all zero planets for this purpose.
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Fnoffen got a reaction from Evil Genius Prime in Does the successful defender of the city get 1 or 2 loots?
I quote the Fame and Fortune rulebook, page 7:
"If the loser had one or more figures in the square: The winner gains 1 loot.
If the loser was defending one of their non-capital cities: The winner gains 2 loot. If the loser was defending their capital city: The winner immediately wins the game with a military victory."
From this, I would extrapolate that an attacker who fails his/her siege would be concidered to be a "loser that had one or more figures in the square". The winner of the combat, a.k.a. the defender would thus gain 1 loot.
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Fnoffen reacted to Bowoodstock in A Doubt with the Arborec Racial rules.
You could feasibly steal bioplasmosis, the one that lets you move ground forces around. Could be semi useful, if you need a chance to get someone to stop an invasion, and steal a tech at the same time. There is also the fact that they start with anti-mass and stasis caps, something nekro does not start with, and of course ANY battle you can go into with the ability to gain something is a good thing.
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Fnoffen got a reaction from Woodbear in does the defender get any loot?
That's just an equivalent from the real world I used for thematic purposes and has nothing to do with the actual game rules. In the real world history, when a city-state successfully defeated an attacker they would demand ransoms for the safe return of officers and such from the defeated attacking force. Amongst other things, those ransoms went towards rebuilding (a.k.a. repairing) the damages dealt by the attacking part. Hence the word reparations.
