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Sorry diversionArchitect, you are wrong. Doom doesn't ignore "the bit about attacking non-adjacent targets". Whether a weapon needs LOS or not is irrelevant when dealing with smoke. The rule just states that only adjacent targets may be attacked. Whoever in the FFG team ruled that Doom was unaffected by smoke ruled it wrong because it contradicted the rules concerning smoke. So now, when FFG reversed this decision, they maybe confused the issue, but nonetheless I think they did right in undoing this error.
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@Otar: You are right.
@Carlos: After reading the latest official answers here on this forum, I think you are right, too!
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Moebius said:
The disctinction between patmos and karl regarding smoke is new though...
New but absolutely in line with the rules since Karl attacks with Doom and Patmos amulet uses an action to start a Mental duel which is not an attack. Smoke, as the rules state, only affects attacks, not other actions.
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Noahboa, you're absolutely right. Great analysis of that poorly written rules section!
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Sorry, but I think you are wrong about the rubble. The Revised rules state on page 15: "A moving character who enters a Movement modifier circle must pay a modified movement cost at the time of entry." So I'd say a character with 7 MP can't end his 7th circle of movement in a circle containing rubble.
I think you are right about another, and really more important point, though: Some of the official answers are absurd, meaning they do not fit the matching rule or ability text, but in a way contradict it. The problem is that players who just buy the packs and read the rule booklets instead of reading through pages of FAQ won't play these rules or abilities as they were meant to be played.
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Sorry, I don't think so. Shadowflash states that Mizu "may move 3 circles". That's a very simple and clear statement, and the official answer now kind of contradicts it. The rule should state: "She gets 3 MP." or "She may move 3 MP." if it was meant that way.
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The question is not whether it is overpowered or not, the question is: Is it cumulative? Regarding the way the Strobo lamp ability is worded and regarding the rules dealing with Oksana's token (Every Voivode gets the ability.), I think it's meant to be cumulative. Otherwise, it should be noted somewhere in the rules for Strobo lamp. Maybe it's another question somebody should ask FFG, they'll rule it one way or the other.
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Sorry to say that, but maybe you should have posted in the "Rules questions and answers from FFG" topic. But whatever, it's nice that you share the answers.
Looking at the answers, I have to admit I see some problems. The answer regarding Heizinger doesn't say anything about the "only 1 test allowed" part that's the real problem with the ability. The answer regarding Hoss' Prescience ability seems to be even more strange as Prescience doesn't say anything about movement points. It simply states that Hoss can move into another circle. Therefore, the answer seems to be illogical to me. The same goes for shadowflash: The ability to move 3 circles is not the same as getting 3 movement points. Or if it IS the same, why isn't it stated in the rules?
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I thought about replacing the Liturgy of hope ( -1 MV for all non-Matriarchy characters) with the Mask, but you really have a point there. I'll test Irina with the Mask instead of the Martyr first. Thanks!
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You can replace the special object with a bonus token, it's in the topic "Rules questions and answers from FFG":
Q: "Can a Bonus Token replace a Special Object?"
Official answer: Yes, there is nothing in the rules preventing this.
Another question is if you really should replace the Martyr. It basically gives you a free reinforcement if Irina dies. It's a rather weak reinforcement, I admit that, but it's better than nothing.
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I don't think the bonus packs count towards the bonus token limit of either character or team because they are equipment packs not individual tokens. And you're absolutely right, the Mask of Samhain would be great for Irina to make her difficult to attack. Thanks a lot, I didn't even think about using the Mask!
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I'd really like to play Irina's bonus pack because the Liturgies of judgement and discord seem to be quite cool, but the problem is that Irina has to be on the same path as the opposing characters for the liturgies to work, especially the Liturgy of judgement. Irina is quite fragile, and she would be a prime target for opposing characters. Do you have any good ideas how to keep her alive as long as possible?
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From the way the rule is worded, I think the character recieving the equipment can only pass equipment if his inventory is full. I also think he can only pass equipment until he has enough room to store the equipment he's being passed, but the rules text isn't really clear on that. I agree with you that it's quite a strange rule. Maybe you should just ask FFG and get an official answer on this point. But be warned: They still haven't answered my last two questions!
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They finally arrived in Germany! I got both of them yesterday - and they are soooo cool!
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Thanks Miah, that's what I always thought about using the Voivode equipment token. You can only use the number of tokens that are actually included in the packs, so you could equip 2 of your Voivodes with Soud or Radegast, but only 1 with Strobo Lamp or the other tokens included in the Oksana pack. That's why there are so many options and I keep thinking about useful tokens and combinations. Otherwise, I think I would just equip everybody with Radegast (CV 4) and Denitsa (MV 10) or Palatine (+1 to attack rolls).
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Moebius said:
Can you equip differently 2 voivodes of the same pair?
On alternate equipment options I often thought about equipping oksana with the stro lamp and all the voivodes with the difusser, thats a -3 to all dice to hit them, a character with Combat 5 needs an 8 to hit them and the CV 4.
Since I have only 1 of each token included in the Oksana pack, I thought I don't have the option of using these tokens for more than 1 Voivode. Therefore, my question would be: How do you equip all Voivodes with the diffuser? Do you have 4 of them?
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I often play Deathmatch mode because it's quite simple and no additional rules are needed. Plus, the team including Oksana and the self-repairing Voivodes was suggested here for Deathmatch, I think, and so I tried it in Deathmatch. Having additional characterslike Voivodes, especially characters that can repair each other, can be a huge advantage in Objective mode of course.
By the way, has anybody additional ideas how to equip Oksana's Voivodes? I had two of them with Radegast (CV 4, I think it's a must have) and Nesretcha (attack every adjacent character, sounds good but I was unable to use it). The other pair had Denitsa (MV 10) and one of them had the Strobo lamp (CV -2 for other characters, really hindered the Union characters), the other had Palatine (+1 bonus to attack rolls to deal more damage). Oksana had FAS of course.
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Just in case anybody wants to know: Oksana's team finally managed to win a game. It slowly wore down a Union team (so no out-of-path attacks) in a game that took nearly two hours and a half. I stopped counting how many Voivodes were killed by the Union characters only to pop back into life minutes later. I had to send all 4 Voivodes into battle to deal some wounds but kept Oksana waaay behind the lines and made her even harder to attack with the Masque of Samhain bonus token (Works well against a Union team!). Furthermore, I exchanged Irina with Irishka to have another good attacker and another option to repair Voivodes. Unfortunately, she was killed early while protecting Oksana from an advancing Hoax. Gorgei also died, but only after throwing a grenade that dealt 3 wounds to Hoax and another three to Ramirez due to horrible shock rolls. The Voivodes had to deal with everyone after that, attacking as often as possible to deal more wounds than the Union characters could shacke off. The game ended with a wounded Barry trying to chase down a wounded Oksana while two surviving Voivodes do their best to stop him. One of them rolled 3 successes in his attack. Barry, who had his Stamina pack equipped, had to roll only 4 or higher to avoid the wounds, but managed to roll an incredible 3,1,1,1 and died - maybe even of shame! I think it was the longest deathmatch game I ever played.
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Question: The rules concerning Challenge tokens state: "At any time during the game, a completed challenge token may be returned to the box to provide Oksana's team with 3 Command Points." Can I return the token at the start of the turn and use the 3 Points to introduce a reinforcement?"
Official answer: Yes.
I don't see any intent not to have Challenge tokens or reinforcements in a 2 CP here. The answer is quite clear so there's no need for a clarification. I think the possibility to get a reinforcement is the the main reason to even bother about Challenge tokens.
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Horsa said:
Asteros is currently the only epic hero available and it seems that no one is overly impressed with him.
I always thought he was quite an impressive melee fighter and very difficult to kill.
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Shocktruppen with Combat pack on overwatch will always roll 3 dice, 2 coming from Keep firing! and 1 from Mad minute. Aditionally, you should always play Heizinger with his Combat pack and keep him near to roll 4 dice. So you can have several overwatch attacks with 4 dice each. This can actually be useful, as you will do at least two attacks on an enemy character: One when he enters the path, another one when he attacks.
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diversion Architect is right about Cammp 111, and his tactical suggestions on shocktruppen with combat pack are great. I have to admit that I used to think the Shocktruppen combat pack was worthless too, especially when compared to the command pack. But some days ago I used the combat pack with good effect against a Matriarchy team including (of course) Voivodes. A Shocktruppen with combat pack on overwatch supported by Heizinger with his combat pack ( +1 die) was able to gun down several Voivodes during the game. Reason is, you need only one wound to kill a Voivode and they have to get adjacent to you to attack, giving you several opportunities to iniciate overwatch attacks. Furthermore, the Shocktruppen was able to attack both Voivodes that were activated during the activation. That lone Shocktruppen really hindered the Matriarchy's approach by reducing the value of the Voivodes.
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Artemus Maximus said:
of course the cards will still be identical unless you do something to them...marking the bases is an idea i like too, however
You are right, the cards will be identical so I will have to mark them too. I admit I didn't even think about that!
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I always compare Yula's natural 10 ability to Eva's that is much better - at least in my opinion. Yula destroys a weapon and hinders the character, but Eva makes the character roll 2 less dice in the shock roll so she has a good chance to severely wound or even kill her target instead of just disabling a weapon.

SOME ANSWERS FROM FFG
in Tannhauser
Posted
Horsa said:
We now have 2 rulings from FFG. The first one says that smoke does not effect the attack if LOS is not required and the second one that says it does.
The first ruling was a mistake by somebody who ruled "intuitively", and the second (and newer) ruling is the correction made by somebody who ruled by the rule (I hope this makes sense in English.). It was clarified in 2 different official answers during the last weeks that all attacks are affected by smoke, even if they don't require LOS.