Jump to content

AngryMojo

Members
  • Content Count

    91
  • Joined

  • Last visited

Posts posted by AngryMojo


  1. I'd love to see low-quality, slow disks that can be reinforced from the casualty pile with a focus action.  Like zombies being 3 flip, 3/3/3 with slow on both attack and counter.  Something just about anyone can take out, but just won't go away unless you tag the necromancer.


  2. Each time a disk pins Archaon, Archaon engages that disk therefore he deals the area damage each time this happens. No reason for this not to happen if he is already pinned. It will happen every time.

    To back this up, the definition of "Engages" on page 19 of the rulebook states "A disk engages an enemy disk when one of those disks pins the other.  Both disks are considered to have engaged each other.


  3. No he would not, the damage is being dealt simultaneously and the wording on page 21 indicates that "When a disk with stamina is dealt damage, no more than 1 wound token is placed on it regardless of how much damage was dealt."  The sidebar for stamina on page 10 reads "When a disk with stamina takes a wound, it is only removed as a casualty if it already has wound tokens on ite equal to its stamina.  Otherwise, remove all damage tokens from it and replace them with a wound token."  This states that no matter how much damage is dealt in excess of the targets toughness, only one wound is dealt per incident of damage.  This is why in the previous example where Karl Franz is dealt six wound markers, he receives one wound total and the excess damage is removed.

     

    As another example;

    Azhag the Slaughterer is flipped into the middle of a large formation, pinning four disks.  He winds up taking 12 damage, far in excess of his toughness of five.  He takes a total of one wound, assuming none of the disks he's pinning have swift on counter.  All excess damage is removed, leaving Azhag with a single wound token.


  4. In addition to the wording on page 21, the example on page 10 helps.  In the example, Karl Franz takes six damage, one over his toughness of five.  The Orc Boyz takes five, one over their toughness of four.  The second step illustrates the results, Karl Franz has a single wound with no damage tokens while the Orc Boyz are removed as a casualty.  This same example shows Franzs damage being taken simultaneously, implying that encounter damage is dealt at one time, thus is in the same pool.

     

    Another specific thing I'd like addressed in the FAQ.


  5. For 2, I don't think this is correct, page 7 in the rulebook, in the box on command card abilities says it can be used once before or after using the command card to activate the disk, but this presumes that you are using that command card to activate the hero disk, so no, I don't think you can use that ability if pinned.

     

    PS

    I don't mean to sound contrary, so if I'm wrong, just let me know where I can find it in the rulebook.  :-)

    The exact wording on page 7 reads "A battle ability is optional and can only be used once, before or after using that command card to activate a disk."  This implies that any disk can use the ability whether activated or not, and the later statement that "Disks using battle abilities do not have to activate to perform the ability, and can even use it while pinned." supports this.  Otherwise a pinned or activated disk couldn't use the ability at all, as both conditions prevent you from activating said disk.

     

    I can understand the confusion on that particular point, and it's one of the items in the game I'm looking forward to the FAQ for.


  6. MarthWMaster said:

    Why do you think so?

    Having run numerous tournaments I've found tournament rules that encourage agressive play wind up wrapping up smoother than those that favor defensive play.  You're less likely to have players time out, you wind up with fewer draws, and people just wind up having more fun when it's not just people playing a waiting game.

     

    I've also found that in timed formats, if agressive play is not rewarded then you wind up getting lots of stall tactics.  If you want a good example of this, take a look at WarMachine by Privateer Press and their top-tier tournament results for the first year.  Every one of the top ten spots was filled by the same faction, using the same leader figure.  It was, go figure, the defensive faction with the stall-tactic leader.  This isn't to say tournaments and games that favor agressive play can't have the same problems, but I've found that when the clock is against the players the game winds up being more interesting overall.

     

    Besides, it's not like the tournament rules as they stand favor agressive play that much, if you win both rounds you never even resort to the objective tie-breaker.


  7. divinityofnumber said:

    The tournament rules do favor aggro DS builds. As it stands, I wouldn't even consider running pure Sith at a tournament. The environment that FFG has created favors aggro. 

    I for one find this a good thing.  And I'll still bring my Sith deck, I run it very aggressively.  Both Dark Side factions can be played from either an agressive or defensive posture, and I've found in both circumstances that finishing the game early and not allowing my opponent to get a foothold only benefits me.

  8. Honestly, I've found that Heart of the Empire deserves a lot more credit than it gets.  The downside of losing the game is only relevant if you draw into it as an initial objective, if it pops in later in the game the downside is pretty much nullified.  Combine the three resources with There Is No Escape, which effectively resets the game in a deck that relies on attrition, and you've got some pretty solid cards to work with.


  9. jivjov said:

    Okay, so without targeted strike, I don't get to so anything with that unit. 

    Since there's nothing I can strike, do I have to ready to strike and take the focus token at all? Seems odd to penalize my unit for not actually doing anything. 

    Even with targeted strike you don't get to do anything, as targeted strike specifies it can only be used while attacking.

  10. Very specifically, actions are only mandatory if they are listed as "forced."  Because it is not a forced response, you are not required to.

     

    One question I have involves shielding after you refresh, with cards such as Fleet Command Center and Fleeing the Empire.  By timing, "after you refresh" effects occur immediately before removing shield tokens.  While I'm sure these cards wind up with an effect, I would like a wording update.


  11. Sanctimus said:

    All three are good locations for me. What day do you guys do Paladin and what day do you all do CoolStuff? I mean I'm closest to SciFi so weekends are easy there but I would like to diversify my playing lol. Also When do you guys as Paladin play X-Wing?

     

    Sundays seems to be the day for Paladin, depending on our schedules.  Beyond that we wind up meeting whenever we wind up having time.

×
×
  • Create New...