Jump to content

the hoog

Members
  • Content Count

    7
  • Joined

  • Last visited

    Never

Posts posted by the hoog


  1. Shoegaze99 said:

    Like the dwarf and goblin expansions that came before, this looks to be an excellent expansion for someone just getting into the game and is a superb model for future army-based and race-based expansions. Nice, self-contained and complete.

    Unfortunately, I'm not sure what it offers the longtime player who has already invested in the existing products, especially if you're not someone who uses the Call to Arms system. It's hard for me to justify spending $40 on extras of units I already have, a small handful of new units, and a mere 4 scenarios. (If I played much CtA maybe I'd feel a bit different.) I've wrestled with the same dilemma with all three army packs and have ultimately passed on them all. So ... pretty sweet package, but not for me.

    I'm interested in the other side of the question...how self-contained and complete are these "army packs"? I play a lot of CtA and am very interested in the CtA cards. As somebody who has only Goblin Marauders (not Skirmishers), how useful are the CtA cards in HoHo? That is, how many of the HoHo CtA cards have units from Skirmishers? I don't know what units are on the cards (if anybody knows where these are posted or can let me know, that'd be great), so can't really tell if this is a useful expansion without both the smaller goblin ones.

    Also interested to see if the CtA component of the dwarf and now human army packs require other (now OOP) expansions. Not exactly sure why FFG wouldn't have made a completely stand-alone product if the others aren't readily available (or for the non-completists among us!).

    What do you all think?


  2. And I have another:

    If a Leader's skills and artifacts contribute to his units' attributes, does that mean that a unit comprising a Leader and a green banner archer unit would hit on sword on shield in melee (clearly not for ranged)?

    I assume the intention is not, but clearly such a unit would hit on lore if the leader does (e.g. wizard with ball lightning), and I was wondering if the same applies to SoS?

    Thanks!


  3. Hi all,

    This thread is intended to be a depository for new lore card ideas and discussion about them. Don't know if any of these will ever get used, but it's fun to dream!

    Here are some ideas I found on previous threads. Parenthesis indicate which lore master the card was intended for, and who came up with the idea:

     

    Mirror, Mirror: For the cost of ? Lore allows you to use a Flank Section card on the opposite Flank <or> for the cost of more Lore play against your opponent, when he declares his command, to force his Flank Section Card to apply to the other flank. (Wizard; El Mikel)

     

    Plan B. for 8 Lore, " Plan B"" disscards all cards from your hand that you do not want, and draw a new cards one for each discarded card. each card may only be discarded and drwan once. (Rogue; Maimed)

    Make that 5 Lore Rogue card (or, better, 2 or 3 and level dependent - 1 card per level) (Rogue; toddrew)


     

    And here's one of my own--the Rogue needs some high-powered cards!

    Seeds of Dissent (or Propaganda): Choose any of your opponent's units (perhaps no creatures?) to attack another enemy unit, which can battle back as usual. All terrain, etc. restrictions apply. Cost: 9 Lore. (Rogue)

    Variant: make it level-dependent (a level 3 rogue gets to choose two units).

     

    Looking forward to seeing other folks' ideas...


  4. So a few months ago I was playing a BL game with a friend and we ran into the following situation: I played a "Field Command" lore card (order units equal to your command) to create a really ugly situation for my friend. After I had announced which units I was going to move and started moving them, he decided to "Foil" my lore card. We had a disagreement over whether he could "Foil" my lore card after I had already started moving the units.

    Any insights on what's fair play here? The "Field Command" card interacts with the game mechanics rather differently from the other lore cards, so it's ambiguous when the counter-card should be played.

    Thanks for the help, as always.


  5. One draw scenario in the base game showed up in the Lore Cards compendium. Say an attacking unit and a defending unit each have one figure left, and both camps are one victory banner away from the number required to win. The attacking unit rolls the defending unit's banner color and a sword on shield. The defender plays the "Backstab" Lore card, which applies the SoS hit to the attacking unit. Both the attacking and defending units are then eliminated and both camps have equal but sufficient banners to win. According to the compendium, this would be a draw.

     

    I suppose one could argue that because the SoS wouldn't actually have hit, the "Backstab" is useless here. But it's a nice (and thematic) alternate endingthe winner's comeuppance comes in his moment of victory.


  6. Hi everybody,

    Recently played my first game with the Earth Elemental and was very impressed. A couple of rules questions came up, though:

    1) When the EE rolls lore and a tremor is activated, the card and creature compendium both stipulate that all surrounding units retreat 1 hex. For goblins, is this still 1 hex, or is it their normal 2? Either way, do they check for panic losses?

    2) Related question: A posse of units surrounds the EE to try to take it down. The first attack fails to score a critical hit, and on its battleback the EE rolls lore and activates a tremor. All the units surrounding the EE must then retreat, but some of them still end up adjacent to the EE. Can they then battle the EE, or (as with a normal retreat), must they forego their battles for that turn?

    It all comes down to whether or not the EE tremor is treated as a normal retreat or not.

    Any insight would be most welcome!

×
×
  • Create New...