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Saifur

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Posts posted by Saifur


  1. Yea i get it , but it doesn't matter, already made all houses decks with around 30 cards in each deck. I am sick of the greedy corporate ***** from FFG who keep selling all their LCG with no enough cards to build more than one  or two decks. It was the same story with LOTR the card game , same with Game of Thrones and Star wars. Well no thanks , not buying 3 core sets. Over the next months i ll add more cards with every expansion pack coming out. Until then , 30 cards decks it is. 


  2. Oh yes , right , i just realized that going through the rules again. If if dont have enough cards to build the strict tournament decks ( 40 to 45 cards in each dynasty and conflict decks ) , for a casual play , is there a different minimum number of cards i can have in each deck?  i got the expansion packs and 1 core set,  but I dont think i can get more than 20-25 cards in each deck if i want to have more houses to play. 


  3. I cant find enough info about holdings. Can someone clarify this for me , thanks in advance. How many holdings per deck can you have, how exactly do you play then, how do you place them on provinces ? During game setup, or you draw them like regular cards , and place them on top of provinces ?  And in regards to deckbuilding, how many should a good deck has ? 


  4. Just to make sure i am building my decks right, could someone give me some quick pointers - how many support, event and upgrade cards should a good, well balanced deck has ? I think my decks have around 6 upgrades ( 3 for each character i guess ) and around 4 support, the rest events.

    I played against Palpatine and royal guard , I had Obi Wan and commando trooper, half way through my deck my both characters were with 2 hp left and in a couple more rounds they died. Palpatine , combined with his upgrade cards was dealing 4 to 6, sometimes even 7 damage every time ,and not to mention his other character who was dealing some damage too....I mean this card is just too much.

    Is there specific counter against Palpatine ? Specific card or cards that help ? I had the commando card that takes opponent die if I roll the special ability, which happened like twice for the whole game we had, so didn't really worked too well... And he also has 15 HP, its absurd , i was focusing my both characters on him ,all the damage , got him to 6 hp left.
    My opponent support cards were also rolling shield dice and placing them on Palpatine , i mean wtf , I felt like he is unkillable ...


  5. Thanks , and last question, the " Force throw " card,  does it mean you can take any die from the pool to use its ability , or it has to be one of your dice? I am asking because its not very clear, card text says "  Remove a die " , it doesn't specify if it has to be your die ? 


  6. ANother question if someone can help me here, thanks. Rebel Commando special ability- remove an opponent die - can he removed a die thats not rolled yet ? Or the character which die you want to remove has to be activated ? 


  7. Hello , can someone confirm this. I just opened c-3PO and his "action " ability seems way too strong. He can remove his dice to resolve one of my dice as if it were showing different symbol? There are characters with 3 ranged /melee damage or very powerful special abilities , so every time i used " action " on C-3PO card i can turn the dice to any symbol ??? 


  8. Hello , can someone help me out with a few questions please. Thanks in advance. 

    So, a few things i am not entirely sure how exactly work.Probably somehow missed them in the rule book.


    1.When exactly are provinces face down cards replenished ? During the regroup phase ? Not when you voluntarily discard them , but when there is no dynasty card on the province and you need to place a new one

    2. Rout card effect resolution. My opponent plays the card against my attacking character , who had + 1 military from my stronghold. Does " Rout " refers to the printed card cost or my stronghold bonus is taken into account ? His participating bushi character had more strength (without counting my stronghold bonus), but we played this as his rout cannot be used in this situation.

    3. Duel resolution - if the card text states that the winner sends the loser home, the loser is send home bowed before his actual attack against the stronghold is resolved , correct ?

    4.In regards to the above question , if a character goes home for whatever reason , he is immediately bowed, correct ?


    5.We had a conflict phase, when after i declared attacker my opponent played a card ( can't remember the name) which states that if my character has lower military skill he returns all my fate tokens.Can i play " Way of the lion" event card after he used that ability , doubling my base military skill? 

    Thanks again !


  9. If i use tactical retreat and the other player plays traitor card matching my leader , do i still lose all units and leader, or tactical retreat card is resolved before the other player resolves his traitor ? Since tha card says the battle is canceled , he shouldnt be able to use his traitor card ?


  10. If i use tactical retreat and the other player plays traitor card matching my leader , do i still lose all units and leader, or tactical retreat card is resolved before the other player resolves his traitor ? Since tha card says the battle is canceled , he shouldnt be able to use his traitor card ?


  11. Thanks for all the info mate. Now one last thing - the game turn endsCP refreshment phase , overwatch etc start when all 5 unionall 5 reich players have been activaredfinished all their moves ,after each player moves 1 of his characters ?  Game starts , each player take turns moving his characters , when all 10 ( 5 for each side ) have been activated , turn ends and refreshment phase begins ? Or Reich player moves 1 character , than Union player moves 1 character , turn ends , refreshment phase starts etc ?  It really isnt very clear in the rulebook ....


  12. Hello , its not clearly explained anywhere in the rulebook , so i thought i ask here. Characters IN smoke filled circles suffer - 2 dices penalty when they make an attack and they can see only adjacent circles.
    What about enemy figures who are outside the smoke , they can attack from range figure that is in the smoke covered circle without any penalties ? Can they actually see and attack that figure ? Or you have to be standing in adjacent circle to attack player who is in smoke covered area ?

     


    After couple game , i also thought about home rules regarding damage and health , seeing how fast characters die. Instead of suffering each wound and reducing the statistics by 1 row for each wound.

    I am thinking we can play this differently - we can reduce 1 row statistics for each successful attack made .Lets say character suffers 4 wounds , he shock resist only 1 and with normal rules he would have to rotate his marker 3 rows down. With home rules he would move down his marker only 1 row ( 1 row down for each successful attack , no matter how many wounds are inflicted ) . What do you think about that ?


  13. Regarding my second question - during the board setup , rulebook says you have to place crates on all action circles. There are like 10 crates ( with no command points on the back )only 2 action circles ??? So you place only 2 crates ? i mean 10 characters and only 2 crates ? You do place those crates on action circles only , right ? There are only 2 of those on both sides of the board ...


  14. Hello , i got couple questions, thanks in advance to all who take some time to help me out here

     

     

    1. In capture the flag mode , rules say you put flags on the objective circles on the board. There are only 2 of those , and victory conditions for this mode are that the team who scores 2 flags wins. I dont understand than , after the first flag is captured , players are supposed to place new flags in those objective circles ?? honestly , i cant see any secondary "silver colored " objective circles on both sides of the game board ....


    2. Rulebook says you need to place all crates that does not have command points on actions points on the board. Again , there are only 2 of those ???? So i place only 2 ? ( i have the original game without any expansions ) Same thing for objective mode game - 4 primary and 2 secondary objectives, where do you place those when there are only 2 objective spots( the circles with the small prints of paws ) and only 2 action circles on the board ?? There are also only 2 entry points ...

     

    3. Items that do not have yellow- black colors on the border can be used multiple times during game and do not drop upon character death ?


    4. Extra ammunitions is used to make one attack grants a free attack without paying the cost of your one action to make it ? So when you activate that character you can actually make 2 attacks in same round ( one attack using the ammunition and one normal attack ? )


  15. Hello , could somebody please help me out with 3 questions :


    1. When players draw new strategy and kingdom cards ? You start with 2 of each type , under what conditions you draw more ?


    2. Each player starts with specific number of military and emissary units. Once they are moved ( or killed ) somewhere on the board , how do you add new ? You use military icon dice and just place ( again , how many if thats the case ) in your home kingdom or what ?

     

    3.Can the Conan player use "Conan " dice symbol to get more adventure tokens ? Since he gets those anyways but moving the figure on the board , i don't thing he does ?

    Thanks in advance


  16. Thanks for the reply. Could somebody please explain couple more things

     

    1. Tactic cards are played and discarded after the effect kicks in , correct ? Unit cards are removed when killed, what about quest and support cards ?


    2. If a section of the city is burning , what happens with all development / support / quest cards there ? Are those removed ?

     

    3. I have 2 copies of " Keystone Forge card " Can i play those 2 cards in one section of the city ?


  17. Yes , i am sorry , i posted in the wrong forum :D . But anyways i also have a questions about warhammer invasion .

     

    1. If you want to play card as development , do you also play that card cost ? Also , if you decide you need any of the cards you placed as development , you can take it back and play it at any time ?

    2. If you dont have any unit placed in section currently under attack , there is nothing you can do to stop the damage done to your city ? You just have to wait for your next turn to place unit there ?

     

     

     


  18. Hello , i got question after my first game :

     


    Regarding emissaries - rules say you can start intrigue in enemy province if there are no towers ( again my first question ? ) , no forts and no cities or enemy armies. But it also says that every time a player conquers province , he replaces one of his units with fort. Than how is it even possible to start intrigue if forts are always placed after province is conquered ???? That would mean that enemy province will ALWAYS have fort ??


  19. Hello , i got  question after my first game :

     


    Regarding emissaries - rules say you can start intrigue in enemy province if there are no towers ( again my first question ? ) , no forts and no cities or enemy armies. But it also says that every time a player conquers province , he replaces one of his units with fort. Than how is it even possible to start intrigue if forts are always placed after province is conquered ???? That would mean that enemy province will ALWAYS have fort ???

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