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My interpretation of the rules was: Ranged attack - target needs to be on the same path as the attacker, melee attack - target needs to be adjacent to the attacker, but may be out-of-path (so no line of sight). After there was quite a discussion on this forum and several people claimed you needed line of sight to attack in melee, I sent the question to FFG. While I seperated ranged and hand-to-hand combat in my question, the answer was: "You can always attack adjacent characters, even if out-of-path." The answer neither mentioned ranged nor hand-to-hand combat. As we say in Germany: "Alle Klarheiten beseitigt!"
Sorry, I can't really translate it, it means that the answer only made matters harder to understand and caused confusion. Where's a new FAQ to explain all this?
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Horsa said:
Irina got a bonus pack with 3 items. This is an interesting pack. Certainly a serious option for her.
Please tell something more about it. I'm really curious and Mizu won't be available in Germany for some time. I got Iroh and the Shogunate troopers just three days ago!
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I also like to know how a rule is meant to work or an ability is meant to be played. Only if you know the official rule you know if there's a need to change it.
My guess on Reichdocktor is that you add the two successes after the attack roll but before the shock roll. Furthermore, I think you can intentionally kill your own character with this ability and that character would still deal damage because the wounds are taken after the attack roll is resolved.
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The question is: How close do you stick to the wording of the ability? It allows a counterattack "if a friendly character is wounded by an attack" instead of "if a friendly character is wounded OR KILLED by an attack", so you could argue that the ability can't be used if the friendly character was killed. I admit you could argue the other way because the character was wounded and then killed. I'm just not sure.
I think the main problem here is that there have been some strange official answers to rules questions lately, some of them even overriding the wording of rules. So we just can't be sure how close we have to follow the wording of rules or abilities until we ask.
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Iroh
in Tannhauser
I agree. "Once per turn, after making an attack ..." means "immediately after making an attack", so you attack the same enemy again immediately after the first attack.
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Iroh
in Tannhauser
Iroh is available in Germany at last, and I got him yesterday. It seems that he is quite powerful, especially his Combat Pack with the dual swords. I really like his ability to attack twice a turn in hand-to-hand combat with 5 and 4 dice while the opponent rolls 1 less die in shock rolls. That'll certainly deal some damage.
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Please share the answers when you get them, I'd be interested and I suppose others are too. By the way, what is your problem with the Reichdocktor ability?
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I agree about the Hermetica, it's quite good. But if he uses the bonus pack, Heizinger has two tokens that aren't really useful: his pistol and his hand-to-hand weapon. That's too much!
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I can accept the somewhat illogical rulings on Extra Ammo and Supernatural Strength, but this one really bothers me:
Macallan said:
Answers from Adam Sadler, received the 17th of september:
His words are bold.
Q : Ramirez' Weapon (Mark 19 Mod A1). When it attacks, does it count as "targeting" models he rolls against (for the purpose of effects requiring a Mental Duel before targeting, such as the Masque of Samhain)? On the same token, can you make a Counter attack with this weapon? Can it be used while affected by Patmos Amulet?
If the chosen circle contains a character, then it counts as targeting that character. You can launch a counterattack with the Mark 19 Mod A1 and it can be used while affected by the Patmos Amulet.
If the rules for a weapon clearly state that it targets a circle or circles (instead of a character), why is it ruled now that it targets a character? If certain weapons have special abilities and function different from other weapons, why are these differences ignored later? Or generally: Why do you write a special rule if you contradict it later?
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Speaking of Heizinger's new equipment, I don't know what's the point of his new occult hand-to-hand weapon. If he scores a wound with it, rubble, smoke or fire tokens on his path are removed or the weapon deals one automatic attack success to everybody on the path (including Heizinger himself). I'm not sure if this is really useful, and I'm even less sure if Heizinger will dish out the damage in hand-to-hand combat. If you play Reich, do you really want Heizinger to enter melee?
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As the ability says "wounded" and not "wounded or killed" and the wounded character may not use his normal counterattack, I'd say the ability can't be used if the friendly character is killed, but the wording is not completely clear. Maybe someone should send this question to FFG for an official answer.
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Grayle said:
So there is no initial damage once it's thrown and no damage for staying in a circle.
You are right. I think the rules are quite clear on this, still it's strange. Walking into the fire hurts, but standing in the fire is okay.
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I'd also say mistake. Why should Heizinger of all characters have a useful special pistol? I mean, he's ... well, he's Heizinger!
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Grayle said:
what about the damage?
Three automatic attack successes to a character every time he enters a circle on a path affected by the fire.
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I also think it's quite strange. Some answers contradict older answers, some even contradict the Revised rules. I really hope there will be a new FAQ soon that will sort these things out. Still, thanks to everybody who posts here.
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Here's the official answer on Flame grenade (see also the topic concerning Flame grenades):
The flame grenade does not produce smoke or limit line of sight like a normal smoke grenade. The fire effect replaces the smoke effect. The only way it functions like a smoke grenade is the way it is thrown by a character.
And of corse thanks to everybody who posted questions and answers here and special thanks to Miah999 for collecting everything in one place. Great!
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Official answer on Flame grenade:
The flame grenade does not produce smoke or limit line of sight like a normal smoke grenade. The fire effect replaces the smoke effect. The only way it functions like a smoke grenade is the way it is thrown by a character.
Ha! I was right. No, wait, I changed my mind so I was wrong. Whatever, now we know.
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I know these questions and answers are somewhat older and I already posted them in a topic concerning Zor'ka, but I just found them again and and now post them here to have all questions and official answers in one place.
Rule Question:
1) When using the revised rules, is Zor'ka still immune to her own Magnifier attacks?
2) Does the Masque of Samhain (Asteros bonus token) also works if the charakter is targeted by a counterattack?
3) Zor'ka is equipped with her Command Pack including Presence ("You may not be targeted by Mental Duels."). She also is given the Masque of Samhain (She needs to be defeated in a Mental Duel before she may be targeted by an attack). Is it now possible to attack her at all?As with all of our rulings, we will try to address them in the next
FAQ update. So for now, the following rulings are subject to change if
the FAQ differs.
1. Zor'ka and Voïvodes are all immune to the Magnifier attacks.
2. If the Character wearing the Mask of Samhain attacks another
character, they may be targeted by a counterattack.
3. Mask of Samhain should read: This bonus token may not be equipped
by characters with the "-" null Mental value. -
Nhoj said:
I would say Yes he could since the rule for the ability does not mention Movement Points
I can only support Nhoj. The ability says "any empty circle" without mentioning movement points or movement penalties.
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I just sent this question to FFG, and I will post their answer as soon as I get it. Then we'll know for sure.
By the way, I played the Union team including two Delta with Command pack, MacNeal, Brown and Ramirez, so two characters with flame grenades and two characters that ignore smoke. The latter didn't matter because the Union characters woudn't voluntary enter a path filled with fire (and smoke) to shoot at sombody. However, the team managed to bring down a Matriarchy team including Zor'ka with her Stamina pack! Furthermore, MacNeal, Brown and Ramirez were all killed by the Matriarchy characters, so the Deltas picked up the automatic weapons of their fallen comrades and hunted down the already injured Zor'ka. Wow - I really underestimated these guys!
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After rereading the rules on smoke grenades and flame grenades, I have to admit I was wrong. The smoke tokens are mentioned long after the rules on smoke and the effects of smoke, and they only count down the turns until the effect ends. So Miah is right: As the flame grenade follows all rules for smoke grenades, it produces smoke that limits LOS. Imagine a team with two Deltas with flame grenades plus MacNeal, Brown and Ramirez ...
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GrandClam said:
Yeah basically. If Stross ain't at full health he's dead, but if he's at full- he stays there. I suppose it's not too hard to inflict 1 wound to a trooper, though- so this setup shouldn't be too nasty.
But it really is nasty enough. And if you really need to kill a certain enemy character, you could use Reichdoktor on a wounded Stoss and just sacrifice it.
And I actually thought Reichdoktor was worthless before I tried your Reich Anti-Asteros team!
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Iroh
in Tannhauser
Has anybody already played Iroh and likes to comment on him? At least I would be interested.
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The Archon said:
Another question for you all about the Flame Grenade: does it also act as a smoke grenade (as in, does it also restrict LOS)? It was unclear to us when we played it, since it says it does not place smoke tokens, but the rules state that it does act as a smoke grenade.
The rules state that the Flame Grenade doesn't place smoke tokens, so I'd say no tokens, no smoke, no LOS restriction. I think you can't have it all in one grenade but have to choose what you want: Restriction of LOS (smoke grenade), damage to a certain area (grenade), damage to a path for several turns (flame grenade). The flame grenade can be very powerful the way it is.

Heizinger's 5 dice pistol in Iroh expansion- is that a mistake?
in Tannhauser
Posted
diversionArchitect, you're right on everything. I didn't even think about the cascading effects of this ability. The cascade would be quite cool in fact, but won't ever happen because the weapon only deals one attack success. It's just too weak, especially on Heizinger. Maybe he could drop it so that a Stosstruppen could pick it up?