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Posts posted by ??!


  1. Miah999 said:

    I'm not so sure, the rules say "friendly character", I don't normally consider myself to be a friendly character, usually the rules say you, or yourself, but I'm not sure.

    This "friendly character" wording is why I'm unsure too. That's just why I asked.


  2. You could just use another character instead of Zor'ka, maybe Oksana. She has quite interesting abilities and makes good use of the Voivodes, but is clearly less powerful than Zor'ka. So no one would gang up on anyone because of her.

    Okay, I know it's not a brilliant strategic advice, but it could be a solution.


  3. So the turn goes: Stoss rolls attack roll, Reichdoctor adds two successes, Stoss gets two automatic wounds (I assume it isn't killed), Stoss deals damage to enemy, Stoss heals back immediately? Wow, this is even more dangerous than I thought it was!


  4. Otar said:

     

    The way i see it, it still an activation + CP vs activation only... So the overwatch is going to be at a loss, maybe they are just 2 chars away from the fight trying to complete an objective and no one is comming, or maybe people are comming but not on the same path, or maybe he gets to use his overwatch after all on another char, but i really doubt all of that, since if you are not going to activate someone to deny an overwatch, for sure its going to be your last activation, or in this case your last non-activation... So again, activation + CP > activation only! To counter like GrandClam said and also spend a CP to be on overwatch too, thats for me the mexican stand up you all talk about, thats the same cost for both sides and that can be funny, but i still think they both would shoot each other, its war! Not a movie or a comedy or a play...

    Just remember: No one forces a player to put a character on overwatch. The player does it voluntary and not without reason. Furthermore, the player putting a character on overwatch knows that maybe overwatch won't be triggered. So if anybody thinks overwatch isn't worth it in a given situation, he just won't put a character on overwatch.


  5. Interesting question concerning this combination: What happens first? If the Stoss gets the 2 successes from Hoss, do they wound the enemy, heal their own wounds and THEN get the 2 automatic wounds from Hoss or vice versa? Note that the Reichdoctor token states: "After the roll is resolved, the character gats 2 automatic wounds." But even if the Stoss ends up wounded, it's a very dangerous combination. Powerful Stoss attacks, probably with 2 extra successes, enemy has problems shaking off wounds or conterattacking because of missing CP. Next turn, Stoss is wounded but attacks again to heal.

    This would also work if the Stoss had his Stamina Pack equipped. If Stoss dies because of the automatic wounds, it just re-enters play the following turn.


  6. @ GrandClam: I can only agree with everything Katsuyori just stated. I'm really sorry, and I don't think there's harm done by your enthusiastic posts.

    However, I have to point out the following: Altough every character has to be activated during each turn, the characters can't be forced to actually do something that would trigger overwatch. It's quite clear that a character isn't forced to carry out an action. But he also isn't forced to actually move because he isn't forced to spend any of his movement points (page 17 in the Revised Rules, "Moving"). So if a character spends 0 Movement points to "move" 0 circles, he would not trigger overwatch because he didn't move onto a circle belonging to the path of the character on overwatch. At least, that's the way I understand the rules.

    If anybody thinks that this leads to an unfair situation or makes overwatch not worth it, they should note: The character in question has effectively lost his entire activation and every enemy character is free to move in and gun him down AND the character on overwatch is still on overwatch and ready to attack everyone that comes in for support.


  7. Nhoj said:

     How did the Union bring on a reinforcement?  I'm pretty sure there is a one point penalty in CP every turn when Asteros is still on the board (representing the energies the team is expending to keep him under control)

    One of the times Asteros was brought down in my games was when Hound Dog scored 5 wounds while A only managed to roll on shock 1,1,1,2,2 after two rerolls!  As I said before, dice can sometimes make fools of us all :)

     

    -Nhoj

    MacNeal had the "Call in the troops" Bonus token equipped to introduce a reinforcement. And one of my rolls was almost as bad as yours: Afer Hoss rolled 5 successes, Asteros' shock roll was 0,9,2,2,2 after the reroll.


  8. pumpkin said:

    ??! said:

     

    Here’s another question that has been discussed only a short time ago on this forum, and the answer is – let’s say unexpected.


    Rule Question:
    "Really a basic question: Ranged attacks with pistols or automatic weapons may only target characters sharing a path with the attacker, while melee attacks may target characters adjacent to the attacker even if they don't share a path with the attacker. Right or wrong? Also concerning melee attacks: When Eva Krämer uses Strafe to attack a target at range 2, can she attack a character that doesn't share a path with her?
    Thank you for answering!"

    A character may always attack an adjacent character, even if out-of-path. When attacking a non-adjacent character with Strafe, Eva must share a path with her target.
     

     

     

    Surely the bit in bold is just clarifying that you can always attack an adjacent charatcer using unarmed if all you have is a ranged weapon and the target isn't on your path - surely its not suggesting ranged weapons can attack off path adjacent targets?

     

    I have to admit I don't know. If you read my question again you'll notice that I specifically asked about RANGED attacks and MELEE attacks and their legal targets. The answer just is about "attacks". Furthermore, there was a big discussion on this forum about melee attacks and line-of-sight. Peoples stated that line-of-sight was needed for melee attacks, the only exception being doors. So the answer is relevant even if it's only about melee attacks. But again, as the answer is worded, it's about all attacks!


  9. Great news! The Reich managed to kill Asteros! I used a modified “Anti-Asteros-Team” including Heizinger (Combat pack with Eye of Horus instead of pistol), Hoss (Command pack), Karl Zermann (Command pack with Countess Bathory instead of rank) and two Shocktruppen (Command pack). In short, Yula was replaced by Karl. Asteros’ team included Asteros (Stamina pack), MacNeal (Combat pack with Call in the troops instead of medal), Barry (Stamina pack) and Alpha (Command pack with X5 Stabilizer instead of Keep moving).
    The tactics of both teams hadn’t changed much: The Reich characters stayed together and used Out-of-path-attacks and Shocktruppen’s overwatch attacks, the Union tried to move in in full force and kill everybody. For the first time, this didn’t work at all.
    Summary of the game: Reich characters stayed on one path, Shocks on Overwatch, Hoss and Karl making Out-of-path attacks (Karl rolls 6 dice while staying near Heizinger). MacNeal was wounded by a Shock but healed back with Barry’s medkit before Barry was killed by Hoss and Karl (Should have kept the kit for himself). Alpha was killed by a Shock but managed to wound Heizinger twice. The fun really started when Asteros, who was moving into attack position, was attacked by Hoss. Hoss rolled 5 successes while Asteros rolled only 2 – even after rerolling one die! Asteros fled from the battle, his only chance to recover was finding a medkit in a crate. He searched ONE crate nearby, only to find – a medkit! The Reich charged after him to kill him before he could use the kit, but he rolled enough successes to avoid any wounds. Furthermore, MacNeal and the reintroduced Alpha provided cover, although they didn’t actually wound a character. Asteros healed himself and stormed back into the battle, eager to actually kill a character, but he was stopped dead by Karl rolling 6 successes in his attack roll. Hoss added two successes with his Reichdoctor, bringing Asteros to his last row. Heizinger also entered the battle, using his skull against Asteros and actually killing him. Let me repeat it: Heizinger killed Asteros with Sha-na-na!
    This ended the game more or less. MacNeal killed Karl on the following turn, but he and Alpha were no match for the remaining two Shocks, Hoss and Heizinger. The Reich cornered and killed both Union characters without suffering any more losses. It was really a glorious win for the Reich, although a very lucky one.


  10. I’m really glad that several questions I sent in were answered too. I think that the answers concerning repairing destroyed Voivodes and the use of Challenge tokens are quite interesting.

    Rule Question:
    "I have several questions concerning Oksana and her tokens.
    1. Lucifer states that Oksana can spend an action to activate a pair of Voivodes. Can she activate a single Voivode if its mate has been destroyed?"

    Yes.
    "2. The Voivode token F.A.S states that the Voivode can repair a character that can be repaired. Which characters can actually be repaired? Is repairing the same as dialing a health indicator up or isn't it? Can destroyed Voivodes be repaired?"

    This is intended to repair destroyed voivodes, bringing them back into play.

    "3. 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?"

    Yes.
    Here’s another question that has been discussed only a short time ago on this forum, and the answer is – let’s say unexpected.
    Rule Question:
    "Really a basic question: Ranged attacks with pistols or automatic weapons may only target characters sharing a path with the attacker, while melee attacks may target characters adjacent to the attacker even if they don't share a path with the attacker. Right or wrong? Also concerning melee attacks: When Eva Krämer uses Strafe to attack a target at range 2, can she attack a character that doesn't share a path with her?
    Thank you for answering!"

    A character may always attack an adjacent character, even if out-of-path. When attacking a non-adjacent character with Strafe, Eva must share a path with her target.
     


  11. I'd just like to add two points: First, you can use Voivodes without using Zor'ka if you are using Oksana. Second, you can use only 1 CP per activation to shake off wounds - even if two or more of your characters are wounded during this activation. For example: If a grenade wounds two characters of your team, you may only shake of one wound suffered by one character.


  12. Another use for the knife is that Barry may roll 4 dice while making melee attacks through doors. And yet another "use" is that you can exchange it for a bonus token or a cool equipment token you found in a crate.

    By the way, I think Barry's stamina pack is much better than the combat pack.


  13. Just to stay off topic: I tried the same teams I just mentioned again. Although the Reich lost again, the team did a bit better this time. Hoss and Heizinger killed Barry quickly, Heizinger using his Sha-na-na to good effect. Hoss managed to kill MacNeal later and a Shocktruppen killed Alpha. Furthermore, this time a Shocktruppen managed to roll 6 successes against Asteros, so Hoss could use his Reichdoktor ability. Asteros suffered 3 wounds, but again, the Reich was unable to damage him after that. Asteros easily killed a Shocktruppen and Heizinger while MacNeal killed Yula, who was again unable to get anything right, and the second Shocktruppen. In the end, Hoss was again cornered by the reintroduced Alpha and Asteros, who killed him with his Axe.


  14. GrandClam said:

     

    Everybody: How does this sound for an anti-asteros Reich squad?

    Heizinger w/ combat pack *obscura korps band (replace pistol)

    Yula w/ command pack *shame of minos (replace silencer?)

    Horbinger w/ command pack

    x2 Shocktruppen w/ command

    Play the team right, seems like Shocktruppen get 6 dice w/ very high CV and free overwatch. Yula can easily destroy all of Asteros' stuff. Asteros can only hit Hass by bull-rush or throwing the axe. Wait til Shocktruppen rolls 6 successes and use Reichdoktor, Asteros just basically took 3 automatic wounds from a trooper. With CP and band Heizinger has 8 or 9 MV, I forget, and can basically do whatever he wants with that.

     

     

    I tried your team this afternoon, I only replaced Yula's Shame of Minos with Countess of Bathory (I hope this is spelled right) because I played Deathmatch mode. The team using Asteros only had 1 CP but every CP ability costed them 2 CP due to Hoss' Eye of Aekenathon (This time I know it's not spelled right), so it was no use adding the Shame of Minos.

    The opposing Union team included Asteros (Stamina pack), MacNeal (Combat pack with Call in the troops instead of medal), Barry (Stamina Pack) and one Alpha (Combat pack with X5-NR Stabilizer instead of Smoke grenade).

    The Reich team stayed close together to give the Shocktruppen a high CV and everybody an extra die from Heizinger. The Shocks were put on overwatch whenever they were in a good position, Heizinger and Hoss stayed behind them to support and use their out-of-path abilities, Yula tried to get into close combat to use Krueger. The Union entered the path held by the Reich in full force, sarificing the trooper to an overwatch attack from a Shock. The second overwatch attack targeted Barry but didn't score a single wound due to horrible dice rolls. Barry, MacNeal and Asteros attacked and killed Yula and a Shock while Heitzinger and Hoss failed to damage them, Heizinger even wasted his Sha-na-na because he rolled two 1's while targeting Barry. He was more successful the next turn, taking control of MacNeal with his amulet and forcing him to attack Asteros. MacNeal rolled 7 successes, wounding Asteros 3 times. Unfortunately the Reich was unable to wound Asteros again. Hoss tried several times, but rolled too many Natural 1's that canceled several of his successes. Barry killed the remaining Shock and the reintroduced Alpha chased down Heizinger after damaging him with a grenade. In the end, Barry, MacNeal, Asteros and Alpha cornered Hoss so he was unable to avoid all of their attacks. He was brought down by Asteros throwing his axe.

    Summary: The Shock roll a lot of dice and have a high AV, but they never rolled 6 successes and they were brought down quickly by massive firepower of the Union. Yula never had the chance to attack anyone in close combat because she was brought down by massive firepower of the Union. Heizinger really has a high MV but only had two chances to use it before - you guess it - he was brought down by massive firepower of the Union. Asteros himself can kill "normal" characters quickly, especially if he's supported by - okay, I won't repeat it.


  15. Coming back to "Keep firing!", I reread the rules text of several abilities. Some texts use phrases like "At the beginnning of your activation, you MAY do ..." or "You MAY roll a die ..." to indicate that the abilities are optional. Other abilities (including "Keep firing!") just state "You do ..." or "You roll x dice." to indicate that they aren' optional.


  16. Miah999: You are right, it's always nice to have grenades, but I still think both the Stamina and the Command pack of the Shocktruppen offer better options then the Combat pack.

    PsychoWolf: If "Keep firing!" was optional, I think the rules would have to state IF you could decide to turn it off, and especially with an ability like "Keep Firing!" the rules would have to state WHEN you could decide to turn it off.


  17. I can only support Carlos Castaneda and Miah999: When using the Combat pack, the shocktruppen will always roll 2 dice plus bonus (normally 3 dice) while on overwatch. I have to admit that's the reason why I never equipped the Shocktruppen with their Combat pack. I always thought the possibility to do several overwatch attacks with only 3 dice instead of 1 overwatch attack with 6 dice wasn't really worth it.


  18. Here's another interesting point (quoting Revised rules, page 27): ""Otherwise, once the overwatch attack has been resolved, the triggering character's activation simply continues as normal from the point of interruption. If the announcement of an action was what triggered the overwatch attack, the character must continue by carrying out the announce action. That is, he may not change his mind about what he wants to do next based on having suffered the overwatch attack."

    Seems to me that he also can't change his mind and make a counterattack instead of whatever he wanted to do before suffering the overwatch attack.


  19. vengeance000 said:

     I think they have kind of written themselves into a corner with the way they created the Matriarchy faction. One very powerful character, and since the rules simply state that you must have 3 heroes and 2 troopers, it would be very unbalanced to have Zor'ka and two other powerful heroes. The people who can accompany her need to effectively be nerfed since there is no point value or penalty like with Asteros to compensate for her strength.

    But let's get to the real reason the Matriarchy packs no punch...they are all women! Of course they're weak and inferior! Let's be honest here...

     

    happy.gif

    Let's just suppose the last paragraph is a joke, okay?!

    Maybe they really have "written themselves into a corner" with the Matriarchy the way vengeance000 states. Zor'ka plus support is very powerful, but Zor'ka plus other powerful characters would be almost unbeatable. So every matriarchy character introduced has to be weak and / or only supporting Zor'ka. This is probably the reason why they created the New Guard. They now are able to introduce new, powerful Matriarchy characters that are not playable with Zor'ka so the players can play a different Matriarchy team if they don't want to rely on Zor'ka alone. I think soon you will be able to play Zor'ka plus support or a mix of equally strong characters if playing Matriarchy. Then Gorgei will find his place in a team too. For now, I really think he's a good character but I never use him in a Matriarchy team because Irina and Irishka are better for supporting Zor'ka. Maybe Gorgei should join the New Guard?

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