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PluTT2

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Posts posted by PluTT2


  1. Larkin said:

     Which is what I said. Interesting, no?

    No you did not say the same thing as the guys from FFG, and if you meant to that is not how you came across. There are some major differences in what you said and what they said:

    #1: You stated the following: "The ship can only make the 1, 5-10, and 30-60 day jumps, and only with very accurate charts." FFG says nothing of the sort so you can go were you want when you want you just have to roll 1 encounter each day.

    #2: You said: "You skip all of the sections except Encounters in the Warp." FFG said you only skip stage 1,2 and 3 and with step 4 and five you just don't make the navigation roll but instead automatically succeed. This makes a huge difference since you get a +20 bonus, always, on your encounters in the warp roll. 

    FFG's version is less harsh than how your version comes across and actually makes the engine an alternative to using a navigator rather than a useless piece of garbage.

     

    But I still appreciated your help, thanks!

     


  2. Thought you were a bit harsh in your ruling so I asked FFG and they said:

    Good question.

    With the Klenova Warp Engine, you follow the steps for Navigating the Warp beginning on page 183 of the Rogue Trader Core Rulebook in the following way:

    Stage One: Determining Duration of Passage: The Game Master selects the figure for the duration as normal. Skip The Navigator's Estimate; the player simply do not know how long the voyage will take.

    Stage Two: Location of the Astronomican: Skip this step. Nobody needs to make any Navigation Tests later during the voyage, as the cogitators handle any related tasks to the best of their ability.

    Stage Three: Charting the Course: Skip this step. The cogitators handle the charting of the course and are automatically assumed to succeed at their task.

    Stage Four: Steering the Vessel: You do not skip this step, but you do skip any Navigation Tests normally made during this step. The vessel automatically stays on course. Roll once per day on Table 7–4: Warp Travel Encounters.

    Stage Five: Leaving the Warp: You do not skip this step, but the vessel automatically exits the Warp without incident and you need not make any Tests to make this happen.

    I hope that this has been helpful!

    --
    Max Brooke


  3. Mallumo said:

    There has been a revision regarding combat damage:

     

    When applying combat damage to defending units before damage can be applied to the zone, it is not necessary to take into account abilities other than damage cancellation. That means the attacking player need only assign damage equal to the Arkayne Vampire's 2 hit points before assigning damage to the zone it defends.

     

    Where is this revision? All I find is the entry in the QA which states:

    Q: How exactly does assigning combat damage to defending units work?

    A: When assigning damage to defending units, the attacking player must assign enough damage to destroy the defending units before being able to deal damage on the opponent’s capital. This means that the attacker must take into account the unit’s hit points and any damage cancellation effects that are already active before damage is assigned. The attacker is allowed to assign more damage than is necessary to destroy a unit in anticipation of more damage cancellation effects if he so chooses.


  4. gr4ffi said:

    I'd say zero is even for sure :)

    I would prefer Ugrok Beardburna over Marauding Giant, that way you can build up some sort of self-damage-deck in addition to the "odd" thing. Spida Huntin and 3x Urguck to support this even more. Big'Uns or Frenzied Big Un could be an option then. If you want to have some control elements you may put in Sorcerer of Tzeentch. Troll vomit might be even, but it is still the best reset for messed up situations. BTW i'd never thought one can build up a decent deck around this theme, very nice.

     

    http://deckbox.org/sets/192325?

    I removed the giant, he was mostly in because he never sees use and he is a hard hitter, put in Beardburna, only 2 though because that is what I have. Removed Bash em to put back Spida huntin', I feel waaagh! works well with the goblin aspect of the deck. But I would really love to see Bash 'em in a deck some day. =)

     

    So, what now? 


  5. HappyDD said:

    Holy crap, I just noticed that you are the same person I had this exact discussion about 0 with a while ago. Ignore my direction to the past postings if you already read and disagree with them, as I don't really want to start a fight about 0.

     

    I don't think I am who you think I am. ;)


  6. Mallumo said:

     

    You are free to believe 0 is odd, but then you will lose against a mathematician. Replacing the 0 cost cards with ones whose cost is odd is the first step to improving the deck.

     

    Wikipedia has quite a good article on the parity of zero you should check out. Even by your own definition however, 0 would be even.

     

    I stand partly corrected. I failed to clarify that i was talking about natural numbers and not integers. But I wonder what FFG thinks.

     

    The fist of mork Idea is rather cool, keep em coming. =)


  7. Only 10 cards are even and 6 of those are Night goblins and Sneaky git. So it's hard to get a higher amount of odd cards if I don't want to remove my control cards. By the way: 0 is an odd number since an even number is defined as any number divisable by 2 that results in a non-decimal number. Also the rules state that a printed cost of X = 0 hence it is odd too.

    Any tips on how to make this deck cooler now that a few more packs have been released?


  8. The_Warlock said:

    The only statement that's in the rules is that you must always move. By rolling a 1 and subtracting 1 with Gilded Compass you technically don't move, and this is not allowed.

    I think that all cards/spaces that allow a Character to teleport to a destination of choice have the wording "any other space". This is how it was meant in the past and in 4ER, as far as I know.

     

    Forget teleport, lets say I use the speed spell and a riding horse, I think you can do that, and ride all around the middle region and land on my starting space?


  9. "Characters can only have encounters in the space where they 

    land. They may never encounter anything in the space where 
    they start their move." p9
     
    I was going to say: "I stand corrected." which I partly do, but then i started thinking. The reason for the second part is to prevent characters from not making their move or to pick upp items first and then roll for your move. The second sentance does not have to contradict encountering the space in which you start it just forbids you to encounter the space at the start of your move, not the end of it. Yes you may not encounter anything where you start your move but you must encounter everything where you end it, even if it is the same space. I am just trying to put the three rules together and see what happens. 
     
    Maybe I'm insane.

  10. "More specifically, each player’s turn consists of two parts, in this order:

    1. Movement – The player rolls a die and moves his character that number of spaces around the board.
    2. Encounters – Once a character has finished his move, he
    must encounter either the space or a character in the space
    where he lands." (Talisman revised edition rulebook, page 8)

    As I see it, and I looked through the rules, there is nothing to keep you from encountering you space you start your turn on as long as your movement ends there. So if you allow, which I think is cool, the guilded compass to reduce your movement to 0 then you have to encounter the space you end your movement on which would be the space you started your turn on. A more common scenario would be teleporting to any space in the region and choosing the space your on. Note that I do not mean the teleport spell which clearly states "any other space". But maybe I missed something.

    When it comes to the Necromancer thing become clear when you read the rules for psychic combat. Which shows us that you have to be in the fight to evade.

    Resolving Battles vs. Creatures

    Battles against creatures are resolved in the following steps:
    1. Evade
    The character first declares whether he is evading or not 
    (see “Evading” on page 14). If not, then a battle takes 
    place. [...]
     
    Resolving Psychic Combat
     
    Psychic combat is resolved in exactly the same manner as 
    battles (see “Battles” on page 10), except:
    1. Craft is substituted for Strength.
    2. No Object can prevent the loss of a life.

  11.  Hi!

    I have sent several mails to the support adress, first one being over two months ago, about my genious card being ruined and wanting a replacement. The problem is I have not even gotten an answer from FFG. What should I do now? I like FFG and they have really good quality components but it sucks when you feel like you are ignored when something is broken.


  12.  Yea my point was that he, the gladiator, is good but is dependant on other circumstances which may bite him in the ass, you might not get any followers for example. 

    It is hard not to be in range of the reaper if you are in the outer and middle region, which is my point, since he can move from all locations on the LoD to the LoD and from the LoD to all those locations, except the inner ones. Which means he can move around a lot, it also means that you are not very dependant on him rolling the exact amount of moves needed in order to land on character. I'll explain: let's say the reaper is on the cursed glade and another character is on the square next to the crags that means you need to roll three or or five in order to land on that specific character (LoD -> Crags -> player or LoD -> Crags -> LoD -> Crags -> player). The reaper is therefore very good at landing on other players since he can get rid of excess moves and teleport around. In our games it is rare for him not to land on anyone during his move, although ofcourse that does happen. Since the reaper is more active he only has to land on a charcter six times for a garranteed one hence a low fate can really mess you up specially if all players are targeting you with the reaper. 

    A quick appendix to my previous post about the Ogre Cheif: The reason why people think he is overpowered is because he could plow through the dungeon and teleport to the crown of command immedietly, and the dungeon is yet another expansion, which I was not allowed to use in my arguing unfair is it not it? ;) 


  13. I am not allowed to use mechanics from another expansion to counteract a character from another expansion? I do not see why I am not allowed to use the expansions available to me. Besides, if you don't have the reaper expansion maybe you should buy it before you buy frostmash. I was simply pointing out that the way my group plays the game, everyone is very competative, one fate is a real drawback, in short you usally die from having zero fate unless it is very late game. A common strategy is to always have one fate no matter what, as a death protector.

    Regarding the prophetess; her best ability by far is the ability to cycle spells even during an opponents turn. She has, like most cycle spellcasters, the ability to turn a late game death and a sure loss into a win due to spell cycling. 

    I think, personally that the most dangerous characters are to be found in the core game, appearing in no particular order; the assassin, the troll, the warrior, the prophetess, the wizard, the dwarf. What makes these characters good is their all solidness. They are not really dependant on that much luck in order to work. Take the gladiator, from the dungeon, or the gypsy they are both very powerful if things go right. The gladiator is heavily dependant on getting followers to be powerful and the gypsy needs someone to feed her spells in order to work. Well I guess you know what I'm getting at so I'll stop ranting now.

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