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wapcaplets

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Posts posted by wapcaplets


  1. My friend and I just played Lost in Time & Space for the first time. Great scenario!

    A situation arose and we weren't sure what to do. I was playing Zoey and I drew my "Smite the Wicked" weakness card during upkeep whose Revelation effect reads (my emphasis): " Discard cards from the top of the encounter deck until an enemy is discarded. Attach Smite the Wicked to that enemy and spawn it at the location farthest from you."

    The way the board was at the time, there were locations that were 1 away from me and 2 away from me but there was also the "Dimensional Doorway" location which was, at the time, a location to which we had no way to travel. We weren't sure whether we should put it at a location that was 2 moves away or at the Dimensional Doorway which we had no access. We felt it was more Lovecraftian to put it at Dimensional Doorway so that's what we did but I'm curious if there has been a ruling on how "far away" an inaccessible location is considered to be and it it's to be treated as the "furthest" location from you. For this particular scenario it was more-or-less moot because it's not like I'll be playing that character after this scenario so a mental trauma wasn't something I was sweating but I'd be interested to know if a situation like that occurs in a future scenario.


  2. My friend and I just played Lost in Time & Space for the first time. Great scenario!

    A situation arose and we weren't sure what to do. I was playing Zoey and I drew my "Smite the Wicked" weakness card during upkeep whose Revelation effect reads (my emphasis): " Discard cards from the top of the encounter deck until an enemy is discarded. Attach Smite the Wicked to that enemy and spawn it at the location farthest from you."

    The way the board was at the time, there were locations that were 1 away from me and 2 away from me but there was also the "Dimensional Doorway" location which was, at the time, a location to which we had no way to travel. We weren't sure whether we should put it at a location that was 2 moves away or at the Dimensional Doorway which we had no access. We felt it was more Lovecraftian to put it at Dimensional Doorway so that's what we did but I'm curious if there has been a ruling on how "far away" an inaccessible location is considered to be and it it's to be treated as the "furthest" location from you. For this particular scenario it was more-or-less moot because it's not like I'll be playing that character after this scenario so a mental trauma wasn't something I was sweating but I'd be interested to know if a situation like that occurs in a future scenario.


  3. Good catch, I think Fizz is correct. It depends on what gives the VP. If you gain VP from a mission rule, it is performed fully before checking the winning conditions. A single rule cannot have a timing conflict. If you gain VP from figure abilities or cards played, they are resolved in the proper order.

     

    Thanks, guys. I agree and that's how we ruled it. We just couldn't fully reconcile rules-as-written to the situation in that moment. The language we were stuck on is "The game ends as soon as one player has accumulated 40 victory points." If the rules were that VPs from scenarios were awarded in initiative order (which, based on this thread, is not the case) then player A would have won. If you add up VPs for scenarios in one single timing event (which this thread supports/confirms) then it makes sense to total the VPs for both players and award victory to the player with more VPs.


  4. Hi, everyone.

     

    We encountered a unique situation today at a tournament and I was hoping those more in-the-know than I could weight in.

     

    Two players were playing "Reprogrammed". After the activation phase had concluded, each player had exactly 37 VPs. Player A had two of the remotes programmed and had initiative. Player B controlled three remotes. During the end of round effects step of the status phase we'd be awarded scenario VPs. Player A would be awarded 4 (for a total of 41) and Player B would be awarded 6 (for a total of 43). It makes sense to me that Player B would be the winner because he had more points than Player A but the following wording wasn't 100% clear:

     

    Page 25 of the Rules Reference says the following under the "Winning a Skirmish Mission" section:

     

    The mission ends as soon as one player has accumulated 40 or more victory points (VPs). The player with the most VPs wins the game.

     

    The fact that it says "one player" is where the ambiguity lies. Now, again, it makes sense to me that Player B should be the winner because he had more VPs and that's the way we ruled it.

     

    I just want to make sure, however, that we did it correct. Where we weren't sure is if both players simultaneously go over 40 VPs (regardless of respective points earned) do you go immediately to tie breakers or look at the total VPs before going to tie breakers.

     

    Thanks.


  5. Q1: Can a figure retrieve more than one token if the scenario rules don't specifically prohibit it? One page 22 of the Rules Reference it says:

     

    "If a figure is defeated, any tokens that it is carrying are dropped in its space."

     

    The fact that it says "a figure" (singular) and "any tokens" (plural) seems to suggest that a figure can carry multiple tokens but I don't want to assume the prose wasn't just talking in general terms as opposed to being specifically plural in reference to the dropped token(s).

     

    Q2: If Beast Tamer is used to allow a non-sentient figure to perform an interact and that figure then retrieves a token, is that figure allowed to keep carrying the token after the activation in which Beast Tamer was used ends?

     

    I tend to think that it would be able to continue carrying the token, The RR doesn't have an entry for "carry" that clarifies whether being able to interact is a condition for being able to carry a token. Also, if the non-sentient figure weren't allowed to keep carrying the token at the end of the activation in which Beast Tamer was used I'd wonder where the token would be placed.


  6. Back in 1978 when I was 5, my first two Star Wars action figures were a Jawa and a Tusken Raider so I have great nostalgia for both of them. I'm glad that Tusken Raiders are in the game and am looking forward to the Bantha Rider but, given that we're already going to Hoth, I'm longing for Jawas. Hopefully, FFG makes them before too long but here are some proposed stats I threw together for Jawas and I'd be interested to know what people thought about them. My goal was to make them sneaky and annoying. I've highlighted in red for the elite what differs from the non-elite.

     

    Dune Sea Scavenger: 5 points (reinforcement cost: 2; group limit: 3)

     

    Traits: Jawa

     

    Abilities:

    - Habitat: Desert

    - Surge: +1 Accuracy

    - Surge: +1 Damage

    - Ready, Aim >>: Assign this figure a Focus token and perform an attack. This figure becomes stunned after this attack is resolved.

    - Tougher Than They Look: If this figure has 2 or more Health remaining, a single attack cannot reduce this figure’s health below 1.

    - Conniving: This figure gains 1 extra action per activation that may only be used to Interact. This figure may only Interact once per turn.

     

    Statistics:

    - Health: 2

    - Speed: 4

    - Defense: Black x1

    - Attack: Ranged, Green x1

     

    Elite Dune Sea Sea Scavenger: 7 points (reinforcement cost: 3; group limit: 3)

     

    Traits: Jawa

     

    Abilities:

    - Habitat: Desert

    - Surge: +1 Accuracy

    - Surge: +1 Damage

    - Surge: Pierce 1

    - Ready, Aim, Fire >>: Assign this figure a Focus token and perform an attack. This action may only be taken if this figure is in the square it was in at the start of the round.

    - Tougher Than They Look: If this figure has 2 or more Health remaining, a single attack cannot reduce this figure’s health below 1.

    - Conniving: This figure gains 1 extra action per activation that may only be used to Interact. This figure may only Interact once per turn.

     

    Statistics:

    - Health: 4

    - Speed: 4

    - Defense: Black x1

    - Attack: Ranged, Green x1

     

    -----------------------

     

    Command Cards:

     

    Utinni! (Restriction: Jawa | Cost: 1 | Limit: 1)
    ►: Choose a Droid small figure within 5 spaces and line of sight. That figure may interrupt to perform a move.

    Tribal Rush:(Restriction: Jawa | Cost: 3 | Limit: 1)
    Use at the start of a round. Roll a blue die. Choose one of your defeated non-unique Jawas that has a reinforcement cost of 2 or less for each [damage] rolled. Place those figures adjacent to any other figure of its group.


  7. Drinks & Dealings: A figure can interact with a contact for its player to gain 2 VPs. Limit once per group per round.

     

    Does the "limit" mean that a group, as a whole, can only interact once with a contact in a round (i.e. a group can only gain 2 VPs per round from the objective) or does it mean a group with multiple figures may have each of those figures interact once per figure with different contacts (e.g. a group with 2 figures could split up and each figure could interact with a different contact to earn 2 VPs each for a total of 4)?


  8. I'm late to the party but I'm considering the following:

     

    Boba Fett

    Trandoshan Hunter (E)

    Royal Guard

    Imperial Officer

    Imperial Officer

    Probe Droid

    * Temporary Alliance

    * Rule by Fear

     

    I'm tempted to downgrade the Trandoshans to non-elites to get another Probe Droid but that extra health and damage when adjacent is sooooo nice.


  9. I was wondering about some of these same things. I think I understand the one about the Orcs/Karl Franz but I want to make sure.

     

    Suppose a hero with 1 stamina and toughness five was being pinned by two enemy disks that had five attack strength each. If I'm understanding this thread, the total of 10 damage by the enemy attacks would be done in a single attack causing one wound to the hero (as opposed to two separate attacks of 5 damage which would do 1 wound on the first attack and then kill the disk on the second).

     

    Do I have that right?


  10. I just got my starter yesterday and did a walkthrough of the basic scenario. Something that's not clear to me (and please point out anything in the rulebook I've missed) is whether or not your own disks can overlap.

     

    Is it legal to end a disks movements overlapping (pinning?) a friendly disk?

     

    When moving a disk am I allowed to overlap friendly disks and continue movement?

     

    My instinct says no but I thought I'd ask those more learned than I.

     

    Something else I couldn't seem to discern... Is a disk that is pinned allowed to move away or is it stuck in place until it is no longer in an engagement? Same question for the disk doing the pinning.

     

    Thanks, in advance, for helping me out. This is my first forray into any Diskwars game so please bear with me if these are obvious questions!


  11. Thank you, everyone, for the clarification. I'm glad it's simpler than I thought!

    So help me understand one thing... I've read the rules and I'm still unclear in my mind as to when an "opposed check" is used in contrast to combat where it looks like (outside of dice added specifically by actions) one Challenge die is all that is ever rolled.


  12. Hi, everyone.

    I ran the first session of a Warhammer campaign last night. It's been well over a year since I last played this game and I wanted to make sure my understanding of the combat mechanic was sound. I've mocked up a scenario below and would appreciate anything I have wrong being corrected by those more experienced and anything I've done right confirmed. Thank you in advance.

    A Gor Beastman (per the Bestiary) performs a Melee Strike against a Soldier with the following relevant statistics:

    Strength: 3
    Toughness: 4
    Defence: 1
    Soak: 2
    Weapon Skill trained

    Assembling the Gor's dice pool goes as follows (assuming no Aggression/Cunning/Expertise dice are added):

    1. 5 blue Stat dice for the Gor's ST of 5
    2. Substitute 1 Stat die for 1 Reckless die due to the Gor's permanent stance of R1
    3. Add 1 purple Challenge die because the soldier has an acting characteristic (Strength) that is less than the Gor's Strength but more than half the Gor's Strength
    4. Add 1 purple Challenge die because the solider has a Defence of 1.
    5. Add 1 black Misfortune die because the solider has Weapon Skill trained

    So, the Gor's complete dice pool would be:
    - 4 blue Statistics dice
    - 1 red Reckless die
    - 2 purple challenge dice
    - 1 black misfortune die

    Further suppose that the Gor's Melee Strike succeeds and does normal damage. The damage calculation would be:

    - Strength 5 + Damage Rating 4 (both per page 52 of the Tome of Adventure) for a total of 9 damage
    - Damage is reduced by 4 due to the Soldier's toughness and 2 from the soak value of the Solider's armour
    - Net damage is 3 (9 damage less 6 Toughness/Soak)


  13. I don't know if anyone who has responded has played "real" Blood Bowl before but tackling (or "blocking" as it's called in Blood Bowl) is considered to be an act between two players where the results can be:

    1. Defender down
    2. Defender stumbles
    3. Push
    4. Both Down
    5. Attacker Down

    BBTM has simplified these results to what we know in the card game. I was wondering if the Minotaur's ability was meant to encompass the scenario covered by what Blood Bowl players know as "Both Down." I'm not mentioning this to assert that it ought to because it's been adequately answered above but this is a bias that Blood Bowl players may come into the game with.

     


  14. Maybe they should clarify it with something along the lines of "If this player becomes downed from a tackle attempt made by an opposing player..."

    Regardless of which player is rolling the dice, I consider both players to be in the act of trying to tackle each other. I feel like the X represents the defending player getting the better of the attacker, not the attacker slipping on a proverbial banana peel and falling down. Themeatically, I can see the Minotaur's ability working when the Minotaur rolls XX; the Minotaur is so aggressive that, even when he's dragged down on offense, he makes a last-ditch surge to tackle his opponent.

    For the time being we'll play it to mean that it's only when the Minotaur is having dice rolled against it but I'd be interested to know what the designer's intent was.


  15. The Minotaur's text says, "Response: If this player becomes downed from a tackle attempt, this player may immediately attempt to tackle the same player that tackled him. Use this player's standing Star Power during this tackle attempt."

    Does this ability work if the Minotaur is the one attempting the tackle and rolls XX?


  16. Thanks for responding, tako. You say that I got it all right but I had some "is it this or that" type questions so, just to be abundantly clear....

    wapcaplets said:

    Maybe I'm just dumb but, after reading through the rules and FAQ, some things are still not clear to me.

    Suppose I attack my opponent's battlefield. I have a unit with power 3 and my opponent has a unit with 2 hit points. When assigning damage, I assign two damage to my opponent's unit and one to my opponent's capital. If my opponent somehow cancels one damage to his unit and it survives does the damage I assigned to his capital still get applied or is it canceled because I didn't "get through" all of his units.

    If my opponent cancels 1 damage to his unit in this scenario the damage on the capital still gets applied.

    Along the same lines... consider the same example as above but his unit also has Toughness 1. Am I compelled to assign 3 damage to that unit or can I assign only 2 to it because that's the number of hit points it has?

    In this case I must assign all 3 damage to the unit because Toughness 1 was in play and I have to take into account that effect when assigning damage.

    Lastly, suppose my opponent now has two units with which to defend and one has 2 hit points and the other has 4 hit points. I am still assigning three damage. Do I have to assign two damage to the unit with two hit points or may I assign all three damage to the one with 4 hit points if I really want to damage that unit?

    I am allowed to assign all 3 damage to the unit with 4 hit points.

    If I have any conclusions incorrect please advise.

    Lastly... in the final scenario, is it valid/legal to assign one damage to the unit with 2 HP and two damage to the unit with 4 HP if that would, somehow, be to my advantage?


  17. Maybe I'm just dumb but, after reading through the rules and FAQ, some things are still not clear to me.

    Suppose I attack my opponent's battlefield. I have a unit with power 3 and my opponent has a unit with 2 hit points. When assigning damage, I assign two damage to my opponent's unit and one to my opponent's capital. If my opponent somehow cancels one damage to his unit and it survives does the damage I assigned to his capital still get applied or is it canceled because I didn't "get through" all of his units.

    Along the same lines... consider the same example as above but his unit also has Toughness 1. Am I compelled to assign 3 damage to that unit or can I assign only 2 to it because that's the number of hit points it has?

    Lastly, suppose my opponent now has two units with which to defend and one has 2 hit points and the other has 4 hit points. I am still assigning three damage. Do I have to assign two damage to the unit with two hit points or may I assign all three damage to the one with 4 hit points if I really want to damage that unit?

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