-
Content Count
449 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Calendar
Everything posted by KAGE13
-
Yes it still counts as a damage. It just allows you to activate one crit ability like on overload pulse, Dondonnas pride, or the standard one.
-
Squadron command trumps engagement rules?
KAGE13 replied to wjgo's topic in Star Wars: Armada Rules Questions
Read squadron activation first. There are 2 ways to activate a squadron. During squadron phase activate a squadron and it can move or shoot. Or With a squadron command activate a squadron to move and shoot. But while a squadron is engaged it cannot move. You are reading way too much into it. Squadron command is already super powerful. And Distance 1 is very small anyway. -
Squadron command trumps engagement rules?
KAGE13 replied to wjgo's topic in Star Wars: Armada Rules Questions
No a squadron can never move when it's engaged. -
Squadron command trumps engagement rules?
KAGE13 replied to wjgo's topic in Star Wars: Armada Rules Questions
You only cannot move when engaged. You can still shoot if you play the squadron command. And since you can move and shoot in any order, if you were to kill the squad you were engaged with you could then Move. -
Wulff + Engine Techs? Token spending
KAGE13 replied to Nephlim24's topic in Star Wars: Armada Rules Questions
No. You can only spend 1 type of command per activation. Edit: or rather each type of command once per activation -
Any truth to the rumor that Disney will not renew FFG's Star Wars license?
KAGE13 replied to flightmaster101's topic in News
Well now I'm scared. A buddy said he heard this on cbc radio last week and then they retracted a few hours later saying they did that by mistake. The news story had said Disney was pulling all external licensing so they could have full control. I thought he was just pulling my leg and told him April fools was yesterday. This thread is the only thing I could find on the subject. -
Yup. Even says in the reference guide those kids of things can affect counter. Can't wait.
-
Oh what about when a faceup damage card tells you to discard all your defensive tokens. And the card doesn't say turn face down after. So what if the player repairs that face up damage card? Do you get all discarded defensive tokens back? I played it that you don't. Discarded means gone for good. That card should should say turn face down after IMO.
-
No, its an individual token not a type. So you would need 2 accuracy to cancel both vsd redirects.
-
Edit...thought you were talking about command tokens. Vsd does have 2 redirect defensive tokens.
-
Bought 2. Both broken before getting them to the table.
-
Awesome, thanx for the answer.
-
I'm having problems with the wording of this card as well. It says you can exhaust this card to summom a stone, and while the card is exhausted you can attack with a stone. So, what I don't get is the Fatigue at the bottom. Does it cost you an action and a fatigue to do this? The way it reads you will only ever be able to make one attack with a stone on the turn that its summoned. Especially if you only have 1 stone to summon. You wouldn't be able to attack with that stone again until its destroyed and summoned again. It makes it a bit easier as you get more stones, but the way the card reads you can't exhaust the card if all your stones are on the board. unless after its summoned you can spend a fatigue to exhaust the card without summoning a new one and make an attack with the stone. but the way it reads I can't see just exhausting the card without summoning one. can anyone clarify?
-
Help! Rule questions from base game and Exodus expansion.
KAGE13 replied to Fat_Andy's topic in Battlestar Galactica
yup sorry. shows you what happens when I try to "guess" without the book. -
Ya sounds to me like your group isn't very cut throat. If there is any "downtime" in our games its spent trying to out the Cylons. I am constantly playing head games with people. Its more of a social game then a board game. They board game just gives the means to generate the paranoia. I agree with the others, get the expansions. I forgot in the basegame the Pilots didn't really have to launch until the Cylons show up. With the Cylon Fleet Board you almost HAVE to play with 2 pilots, and the cylons don't just "vanish" when you jump. As soon as you jump pilots should get back out there and manage the civilion fleet, and get into good positions based on the CFB. But I also think the CFB has to played with Pegasus. Which also adds the "Air Lock". Try convincing your group not to Air lock you when you take control of the President and the Admiralty….good luck with that. Just start blindly blaming people for being a cylon, your game will change. encourage lots of table talk in this game. Don't just play the boardgame.
-
Help! Rule questions from base game and Exodus expansion.
KAGE13 replied to Fat_Andy's topic in Battlestar Galactica
amcelhin said: From weapons control, can you fire on heavy raiders and raiders, or just basestars? Can't remember the exact text but I believe you can shoot at any 1 ship from weapons control amcelhin said: If a player reveals as a cylon while they are in the brig, do they receive a super crisis card? no amcelhin said: In the Exodus expansion, if there is a basestar on the main game board but no raiders, and the activate raiders icon comes up on a crisis card, does anything happen? Same thing with heavy raiders if there are no heavy raiders or centurions on the main game board and the activate heavy raiders icon comes up on a crisis card? Nothing changes if there are basestars on the main game board. Ships will launch from the basestars if there are none of that type on the mainboard and there are basestars on the mainboard. amcelhin said: Also in the Exodus expansion, if the activate cylon basestars comes up on a crisis card, and there are no basestars on the main game board, does anything happen on the cylon fleet board? This depends on if there are basestars on the CFB or not. If Both Basestars are on the CFB then you take ALL ships from the highest section of the CFB (containing a basestar) and place them on the Main board. If there is one or less basestar's on the CFB then you place the otherone on the CFB. but only if there are none on the Main game board. -
Does production have to be produced BEFORE you build. The rule book doesn't really say one way or another. In the case of Engineering where one of your cities can do 2 actions. Lets say I have 10 Production. For my first build I buy a building that costs 5 production and gives me 2 more production on the board. So now for my second build do I have 7 production or only 5? I say 5 because a building shouldn't be able to production production the turn it was build. However, you can use a resource prodcued by another city in the same turn so why not buildings? At least that was the other players argument. The rule book doesn't say you can and doesn't say you can't do this. I think production should be counted before you build, and that's all you get for the turn.
-
PLEASE LIST YOUR CRITICISMS OF CIV HERE!
KAGE13 replied to pulsar3's topic in Sid Meier's Civilization: The Board Game
Some interesting comments. This is probably my biggest comlaint about it. Jonny WS said: I have found that you have to pick your path to victory as soon as you see your civ you are playing. While a military victory is the easiest way to win, having a back-up is good. Trying to change your plan half-way through the game is a MAJOR disaster. In the 2 times I taught this game to new players, they ALL wanted to start over half way through because they realized they didn't play to their Nations strength. You are TOTALLY screwed if you don't pick your path from the start. The other thing I don't like is the square tiles. They should have made it more like TI3, with hexes. The 5 player game is wierd. You pretty much have to play with 4. I see a few people hate the combat system. I think its fantastic. Its simple and there is a lot of strategy. I don't think its anti climatic at all. If a player doesn't think about what they play, they will get crushed, even with superiour forces. And you can "delay" to minimize losses. Helps to closly watch what each player draws all the time. This has to dicatate what you also draw. I did notice someone said they when you loose a battle your forces are totally decimated and you have to rebuild quickly. The computer game was exactly like this. If you gambled on an attack and lost you had to quickly rebuild before you lost a city. It was pretty much an all or nothing battle. With only 3 cities it probably feels more devistating. And this only happens if you aren't building enough units. The game feels a bit "paniced" for how short it is and what needs to be accomplished. I like to see a bit longer of a game. You could probably do this by making a bigger board. I've been playing around with it. I don't think it takes away from military victories because you move 6+ by the end of the game anyway. As I said I think hexes would be better and more condusive to differant numbers of players other then 4 or 2. a 6 player civ game would be awesome. I also don't like how fast the world is revealed. basically by turn 2 everything is revealed. Making the board bigger would have mean more exploring would need to be done. Maybe you even make smaller hexes or squares. Then you could have tech that reveals more then 1 tile. Then you could also add more water ( i saw someone mention it was to easy to travel across water). You would end up with continents and not one wierd shaped land mass. I would also like to see seperate ship and land units. Love the combat system, keep that the same, but seperate navel units out. Aircraft would be the one unit that could fight in both. Overall I think they game is very good as far as Civ goes. The eagle games one was brutal, but has some interesting concepts. Someone on BGG has made a "rewrite" of the eagle games version and it was **** near perfect. It was called Civilization CHR. The only problem was you couldn't get anyone to play it because it took about 60 hours to play. No exageration. And the board wasn't modular. As much as I complain about the board its also the best part of the game because its modular. -
thanx a lot for your answers guys. we played this weekend and it was pretty good. There is a lot of "HATE" for exodus on BGG, and after playing I have no idea why. Its awesome. with every bad review I read none of thier points seemed valid. Any money says they were playing wrong. The allies are super cool. I have zero problem with the ionian nebula stuff. Its not as complicated as everyone claims. Having one player lose is no differant then having a cylon leader with "its" own objective. If you don't want to loose manage your trauma tokens better. It seems to be this game is being set up for some kind of campiagn the way they are doing the differant seasons. I wonder how hard it would be if you added New Cap at jump 4 and then IB at jump 8. I would think they will do one more expansion for sure. I love it all.
-
I haven't played this game in a very long time, but I just bought exodus and have been going over rules, FAQ and forum stuff to get back into it. A couple of things really jump out at me, namely loyalty deck stuff. #1 the FAQ says to add the “You Are a Sympathizer” card at the very beginning. This seems very silly. That means someone could be a revealed cylon from turn 1 and they have to show it. none of the resources will be below half. might as well just be a cylon leader. Don't think I like that. #2 there will always be 1 extra loyalty card left at the end. Is that correct? does that mean its possible the clyons could be short 1 person? although I do acknowlege with executions the chance of a cylon card being left over will go down. #3 - The other thing I noticed is with Cylon Leader objectives. namly the ones where resources need to go down. From what i've been reading Food and one other one hardly ever go down any more. Has anyone found that? although to be honest I don't ever remember loosing from lack of food anyway. There seems to be a lot of hate for this new expansion. but after reading everything I think it sounds pretty cool. I know a lot of people seem to hate the Nebula end, but I love the Ally stuff. I think this is a fantastic idea. I can't wait to try it. But, like i mentioned my only real concern (before playing) is the loyalty deck stuff. I'd like to hear some thoughts of people who have played.
-
When are missions completed? Our first game, I completed a mission and pulled a new one that I figured I "auto" completed because I was already on the planet and had what I needed. Then I pulled another mission where it said to pay for your level 3 pilot. Either I can never complete that mission or I "auto" get that one as well. Do I pull a new mission if I can't complete one? Can I just keep completing as many missions as I want in a single turn? I potentially could have completed 3 or more missions in 1 turn.
-
Clarification on Rule About JettisoningTech
KAGE13 replied to reynierotero's topic in Merchant of Venus
Reynier said: If a tech is jettisoned, is it gone forever? That was our guess. If you notice there are different quantities of each tech. so we figured they are limited. -
When it says "Cancel ALL Dice" what does this mean? Does that mean attacker and the defenders dice are cancelled out? 1 hit but the attacker means an auto hit by the Ion cannon? That would then mean a unit with an evade token would need 2 hits against it for the ion cannon to hit? Or does "Cancel ALL Dice" mean only for the attacker? The defender can still evade the ion cannons normally?
-
How has everyone handled City walls and upgrading to a metropolis? Especially in the case of the Chinese who start with walls. Do you get the walls, or do you have to rebuild them? I guess if you stay consistant with the rest of the rules where its cheaper to buy early and you get the upgrade for free, the Chinese would get the metropolis walls for free.
