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KenToad

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Everything posted by KenToad

  1. The opening scene of A Song of Ice and Fire contains a wight. Just think about that for a moment. And you're kidding yourself if you think the battles and particularly the heroes in these stories are in any way realistic. George Martin does a great job making his fantastic vision of Westeros seem real, but it's not meant to be realistic or even historically accurate. It's fantasy. I agree that some of the abilities in the game are wonky, though. Amazingly, most of the crazy assortment of stuff seems to work. The stuff that didn't work was pretty much covered by the optional rules that are in the official FAQ/Errata document on the game's support page. I haven't played Baratheon yet, but I've read the rules. Is it fun?
  2. I asked the designer the question. Here is the complete explanation of the King in the North's Abilities: Robb Stark-King in the North Can remove Engagement Token against Fearsome opponent. His Commit Ability only allows him to change places with an adjacent friendly Cavalry banner bearer figure if at least one figure in Robb's Unit would be removed. Otherwise, according to the designer, this would break the rule that Commanders cannot take hits to trigger Abilities. This means that Robb Stark's figure alone in his Unit may not utilize his Commit Ability. However, if Robb Stark has at least one figure in his Unit who will take damage (i.e. be removed from play), then he may switch places with any friendly adjacent Cavalry banner bearer, even one that is a different rank (Color) or another Cavalry Commander, or even a different type of Cavalry, and the new figure will determine hits for the original attack. This means that, if the attacker has rolled two red shields as hits and Robb changes places with a blue banner bearer, then those hits will no longer count. Also, if Robb switches places with a banner bearer that is a Commander, then the new Commander of Robb's former Unit may use Abilities, such as Smalljon's Pursue 1 when counterattacking, in response to the current attack as if the attack had been rolled against the new banner bearer. While a new Cavalry Commander would simply add Abilities to Robb's former Unit, as usual, Robb Stark-King in the North may switch places with banner bearers from different types of non-Commander friendly Cavalry Units. In that case, Abilities are determined by majority type, with the banner bearer figure breaking ties. So, if Robb switched with a Last Hearth Lancer and there was only one Winterfell Rider left in Robb's old Unit, then the whole Unit (consisting of a Winterfell Rider and a Last Hearth Lancer banner bearer) would behave as Last Hearth Lancers with the Abilities Wedge and Line Formations and Pursue 1.
  3. Murnaz said: Hello Everyone, A couple of questions have arose during my friends' skirmish battle. The Brotherhood without Banners were in play in this scenario. 1. The Lightning Lord's Longbowmen have an attack range of 2-5. Does this mean that they cannot attack in melee even if engaged by an enemy melee unit? 2. If they in fact cannot attack in melee even when engaged, we decided it would be prudent for them to withdraw from enemy attackers whenever they have the oppurtunity. The question is, how is withdrawing handled for Brotherhood units? Since they cannot go inactive, we've decided that a Brotherhood token must be discarded if a unit withdraws. Is this correct? Thanks for taking the time to read my questions! They cannot attack in Melee both because they have no Melee Icon on their Unit Reference Card and they cannot attack or counterattack adjacent (Range 1) Units because they have a minimum Range of 2. Remember that Ranged Units with no Melee Icon never Melee attack, even against adjacent Units, so they do not affect Engagement Tokens, cannot Flank and cannot participate in a Coordinated Attack. Yes, I believe you discard one Brotherhood Token per Withdrawing Brotherhood Unit, in addition to the normal Morale payment for Withdrawing.
  4. Also, Units can Advance or Pursue out of Forest hexes on the same turn that they moved in and had to stop. Also, don't stop when Units are retreating. Stop when Units in Pursuit enter a new forest.
  5. I asked the designer and explained the complicated scoring rules according to his clarifications: Battle Plan 9 - Razing the Red Fork: Greatjon should be Blue Rank. Because they don't have Control Markers, the Bridges are only controlled if a Unit is actually standing on them when they are scored, either at the end of the Round or the end of the game. It is easy to forget that the Wooden Bridge is scored for Stark once per Round and the Stone Bridge is only scored at Game End. At the end of the final Round, score both Round End and Game End Victory Points. Each Round, Stark scores Points for Buildings based upon the number of Control Markers that show Stark (Control Markers show which side most recently occupied the hex), which can still be scored even if the Building is on Fire. However, Devastation makes the Building hex basically a Plains hex and removes Stark's ability to score Points. An easy way to show this would be to remove the Control Marker when adding Devastation, remembering to keep the Fire Levels. Also, For Lannister, score either Fire Levels on Buildings or Devastation Tokens on Buildings, for 1, 2, 3 or a maximum of 5 points per Building (Either 1, 2, or 3 for Fire Levels or 5 for Devastation). Lannister scores 1, 2, or 4 points at the end of the game for destroying the Wooden Bridge (either 1-2 for Fire Levels or 4 for Destroying the Bridge, as the Fire Levels are removed after destroying the Bridge). Remember that Units cannot Advance or Pursue onto Bridges.
  6. In the Core Set, momentum never changes hands. If using Gambit Cards, the player with the faceup Gambit Card has Momentum. The scenario only indicates who starts with Momentum, i.e. the player who will start with a faceup Gambit Card.
  7. Yes, I believe it is counted as a modifier, so a Red Rank Unit at Reduced Strength attacking into or out of a Forest would only roll one Attack die.
  8. The designer, Rob Kouba, replied that Robb King in the North can switch with different types of Units and Abilities are determined by majority with the Banner Bearer figure breaking ties. Obviously, a new Commander would simply add abilities, as usual. So, if Robb switched with a Last Hearth Lancer and there was only one Winterfell Rider left in the Unit, then the whole Unit would behave as Last Hearth Lancers with the Formations and Pursue 1. It's a bit odd, but there you have it. Big thanks to Rob for getting back to me so quickly.
  9. 1. Tactics on Leadership Cards affect the entire board. It was clarified as errata in the rulebook by the designer. 2. Toughness ignores the first hit of each attack. Hits taken from retreats are considered part of the same attack and so would not trigger Toughness a second time. 3. Archers don't have melee attacks because they don't have the melee symbol on their Unit Reference Cards. Even when they attack an adjacent target, no engagement token is placed and they never flank, but, yes, they counterattack and parting blow as normal.
  10. This is very interesting. Can you switch Robb Stark with a friendly Cavalry Banner bearer of a different type, such as Last Hearth Lancers? Then, if so, how do the Abilities work? Can Robb's old Unit of Winterfell Riders suddenly move in formation? For now, I'll assume that the Banner bearer determines the Abilities of the Unit, but it would be nice to have some clarification. I guess we'll have to ask officially tomorrow, if no one has the answer.
  11. The news item and "About" page for the game mentioned eight new Battle Plans and then also the first Epic Battle, a scenario in 3 parts, the Battle of the Blackwater. It's not clear if the 3 part scenario is in addition to the 8 Battle Plans, or what. But, there are 6 Unit types and 8 Leaders, so it looks like the whole army is there, no Wardens type splitting up of product. I think this is a genius move and sets the stage for further Army boxes, like Targaryen with Dragons or Greyjoy with a sea coast board. Oh, and the MSRP is 10 dollars lower than the Core Set. That also seems about right, as it will likely go for around 45-50 dollars online.
  12. I would suggest clarifying your question. Is this Robb Stark's ability? I can't remember it offhand. Can you write the exact wording of the ability here on the forum? That might help. Also, FYI, you aren't supposed to ask rules questions on the forum. At the top of the page, under Official Rulings ..., there is a link to an official form for rules questions. In my experience, the designer of the game will answer very quickly during work hours. If you do go that route, be sure to post the answer here. Here's a link: http://www.fantasyflightgames.com/edge_faq.asp Good luck.
  13. Email customer service. FFG has historically had amazing customer service. Link "User Support" in grey at the very bottom of the page, fill out the form. Choose customer service from the drop down box.
  14. KelemvorFFG said: KenToad said: You order the Brotherhood units just like any other unit. Probably, the confusion is because of the subtle, but fundamental, differences between the terms "active" and "order." Brotherhood Units are always Active, but, in order to Order them, you still have to play a Leadership Card in a Commander's Zone of Control or an Order Token anywhere on the board. At the end of the Round, if you have ordered any Brotherhood Units, you discard a single fire sword token. You also lose fire sword tokens when special abilities, Like Tyrion's, would normally make your Brotherhood Units inactive. You gain Brotherhood Tokens each Round, too. But, in terms of gameplay, as long as you have at least one fire sword token, just think of each Brotherhood Unit as having their Flag rotated to the Active side. They still must be Ordered as usual in order to be able to move and attack. Does that make sense? Yeah, let us know how your next game goes. I'd like to hear more about the expansion. Totally agree except for a little mistake: when you said "At the end of the Round, if you have ordered any Brotherhood Units, you discard a single fire sword token." you had to say "At the end of each of your turns during Command Phase, if you have ordered any Brotherhood Units, you discard a single fire sword token (aka Brotherhood tokens)." That's a big correction. Thanks. I guess that's the balancing effect to these Units. If you use a single Order Token to Order a single Brotherhood Unit, then you will also have to pay a Brotherhood (fire sword) token at the end of that turn. However, if you use an Order 3 Leadership Card to order 3 Brotherhood Units in a Commander's Zone of Control, you still only have to discard one Fire Sword Token at the end of the Turn. Sounds cool, hope I get to play this one at some point.
  15. You order the Brotherhood units just like any other unit. Probably, the confusion is because of the subtle, but fundamental, differences between the terms "active" and "order." Brotherhood Units are always Active, but, in order to Order them, you still have to play a Leadership Card in a Commander's Zone of Control or an Order Token anywhere on the board. At the end of the Round, if you have ordered any Brotherhood Units, you discard a single fire sword token. You also lose fire sword tokens when special abilities, Like Tyrion's, would normally make your Brotherhood Units inactive. You gain Brotherhood Tokens each Round, too. But, in terms of gameplay, as long as you have at least one fire sword token, just think of each Brotherhood Unit as having their Flag rotated to the Active side. They still must be Ordered as usual in order to be able to move and attack. Does that make sense? Yeah, let us know how your next game goes. I'd like to hear more about the expansion.
  16. jbt said: Not sure I am playing the game correctly. It seems like the brotherhood pieces have an unfair advantage in movement to the point that after just one or two moves the game is already decided. As long as you have the flaming swords tokens you can continue to move your brotherhood pieces and continue to attack, but the lannister pieces are subject to just one move per turn. Is anyone else having this problem or am I just not understanding the rules. Remember that you still have to use Leadership Cards or Order Tokens to Order your Brotherhood Units. You can't just Order them whenever you want. You also don't use the Flaming sword Tokens to Order them.
  17. MoonShadow said: If I don't want to pass but I want to delay my actions a desperate move will be to burn a card from my hand by playing it and don't using it. No, to play a Leadership Card that orders X Units, you must order at least one unit. Check the FAQ/Errata.
  18. Mordechai said: Since the publishing of the BoW official errata, we're playing with the new retreat rules. Now we've a couple of questions: 1) stated that you must retreat in the primary retreat direction what happens when the retreating unit is at the edge of the board?The core rulebook says, on page 22, that a unit cannot retreat off the board but the new rules changes a lot the retreat principles. 2) when the retreating unit is on the edge of the board and has Morale (flags) results to take what happens? Like with impassable terrein, every Morale results that can't trasform in a retreat movement become an additional hit? If it's correct what happens when the attacking unit has PURSUE? The core rules on page 24 says that "In order to execute the additional attack, the unit must have moved at least one hex" so we think that it can't pursue the retreating but still unit... Correct? Thanks... Treat retreating off the edge of the board like those units ran away from the battle. Each additional retreat that cannot be resolved causes a "hit." As for Pursuit, you are correct. It doesn't happen if the defending unit doesn't vacate the hex. So, yeah, a unit forced to retreat off the edge of the board takes additional hits but cannot actually retreat and so would not trigger Pursuit unless the unit is eliminated.
  19. A very succinct and well-reasoned hypothesis, Steve-O. I think you're correct on all points.
  20. Thanks Moritex. I wonder if some of us should compile a list of officially answered questions that haven't been added to the FAQ/Errata document yet?
  21. This is a good question. Fill out the official form to get an official answer. It would be great if it got added to the FAQ, too, but I doubt that the designer will answer or see this thread, so use this link: http://www.fantasyflightgames.com/edge_faq.asp
  22. For every one that would buy a reprint, there are ten more who have most or all the 1st edition stuff and are waiting for the 2nd edition. It doesn't make financial sense to reprint 1st edition right before the release of the new edition. I'm guessing that they will reprint down the line, only after they've let 2nd Edition have its day in the sun.
  23. Digitality said: KenToad said: Oh, we did fail the Quest. I can't remember the name of it, but It started with a long hallway, at the end of which was an impassable pit and several ranged attackers beyond that. We got rid of what we could, then moved into the first series of rooms. the issue was that the two interconnected rooms were so large and then there was a long hallway after a corner following that. So most of the moster squads were spawned in that hallway. Another issue was that many of the cards the OL played were treachery-related. We had three heroes and tried to move as fast as we could, but how are you supposed to move around a squad of beastmen in the hallway ahead of you? At some point, it just got silly, we were trying to both stay together and cover all the corners, while still whittling away at their forces. Every time we thought we had an advantage, the OL would have enough threat to spawn more. And that huge area was impossible to cover. You can think what you want. The game takes 5 hours on a good night. A lot of that time is dealing with monster spawns. And that can be very distracting and disheartening for the hero party. At some point, it feels a bit like Sisyphus, rolling the ball up the hill only to see it roll down the other side, doing it again, ad nauseam. I love the game and rate it a solid 9 on BGG, but the spawning is silly, repetitive and counter-intuitive. What quest was it you played if you remember? I've also not played with less than 4 heroes, even if someone has to control multiple heroes. Everything I've read about the balance of the game says that it does not scale well with the existing system. Not having that 4th hero for LoS coverage is problematic itself, and even though monsters have 1 less health, that does nothing to offset the reduction in hero killing efficiency. Most of the early monsters are looked at in "how many kills do we have a turn?" not "How many attacks to kill each?" so the health scaling is something of a failure in that regard. Beyond mistakes opening up LoS I have to spawn somewhat conservatively if I want to get anything out of the monsters. Otherwise they end up just being speed bumps. Which sometimes is a useful purpose in itself. Still I won't mind a faster game. I'm curious how they're going to handle it. Personally, since we run our games at my place, I have everything ready if I know we're playing Descent. I have the monsters all set out on a separate table so I don't have to dig for anything, and my tokens are all in plano boxes... one for OL related tokens, another for the heroes, and one for all the smaller terrain tokens and doors. If I know I'll be playing OL I even set up the game table and have the dungeon assembled. The decks are all sorted and waiting. With all of the preparation handled and the players being able to jump in and do their set up selections it really cuts the game time down a bit. I don't remember the quest name and I don't own the game. It's kind of sad that you absolutely have to have 5 players to get balance in the game. Heroquest also forces you run all 4 heroes in most cases, but it's a much simpler proposition. 1 adult could easily run all 4 heroes. I'm sure many games of Heroquest through the years have been played that way. I know what you're saying about having the game set up before the other players arrive. I'll do that when I can, but usually it's not feasible because of space, family stuff, etc. It reminds me of watching those cooking shows where they can prepare a complex dish in 20 minutes because they have all the ingredients precut and premeasured. Yeah, it only takes 20 minutes if someone else does half the work. Anyway, I wish I had more scheduled game nights, where my friends would come over to play a specific game, like Earth Reborn or Descent, so that I could set the game up in advance. I don't think that that would fly with my wife or my kids, however. Hopefully, 2nd Edition will be great and a lot less painful to set up and fix some of the in-game things that tended to bog the game down, i.e. constant spawning.
  24. Oh, we did fail the Quest. I can't remember the name of it, but It started with a long hallway, at the end of which was an impassable pit and several ranged attackers beyond that. We got rid of what we could, then moved into the first series of rooms. the issue was that the two interconnected rooms were so large and then there was a long hallway after a corner following that. So most of the moster squads were spawned in that hallway. Another issue was that many of the cards the OL played were treachery-related. We had three heroes and tried to move as fast as we could, but how are you supposed to move around a squad of beastmen in the hallway ahead of you? At some point, it just got silly, we were trying to both stay together and cover all the corners, while still whittling away at their forces. Every time we thought we had an advantage, the OL would have enough threat to spawn more. And that huge area was impossible to cover. You can think what you want. The game takes 5 hours on a good night. A lot of that time is dealing with monster spawns. And that can be very distracting and disheartening for the hero party. At some point, it feels a bit like Sisyphus, rolling the ball up the hill only to see it roll down the other side, doing it again, ad nauseam. I love the game and rate it a solid 9 on BGG, but the spawning is silly, repetitive and counter-intuitive.
  25. My experience with what slowed down Descent was the relentless spawning. You'd clear out a room and then more monsters would appear in the corners or in an adjacent hallway. So you clear out the room again. We once spent two hours in the same large pair of rooms that represented maybe a quarter of the size of the entire quest map. To me, that's verging on ridiculous. I like the game, but it needs a sense of progress, not endless spawning to dilute the heroes sense of accomplishment. Descent better than Heroquest? Not a chance. I'm looking forward to seeing what they come up for Descent 2nd Edition, though.
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