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Überläufer (Defector)
Background: In times of war, it is not unheard of common soldiers or sometimes even high-ranking officers to flee their units, comrades and nations to join up with their former enemies, often taking both valuable equipment and valuable information with them. The motivation for those defectors ("Überläufer" in German) to shift affiliations can be diverse: Some soldiers are bribed, some want to barter their knowledge or equipment for a position of power, some were given orders they were unwilling or unable to follow, some seek a better life in a different nation.
Special rules: Although Überläufer counts as a Hero and so no player may control two Überläufers, two different players may include one Überläufer in each of their teams. In multiplayer games, every player may choose to play one Überläufer.
Faction: none
Skills: Hand-to-Hand Combat, Sangfroid, Sneak, Strategy, Weaponry
AV: 5/5/4/3
SV: 5/4/4/3
MeV: 4/4/3/3
MoV: 7/7/6/6Special object:
Loyalty shift: Ability. During setup when packs are chosen, the player controlling Überläufer selects two affiliation symbols already present in that player’s team. These affiliation symbols are added to Überläufer’s character sheet. After the affiliation symbols are chosen, Überläufer is associated only with these affiliations. He does not count as a Mercenary or being factionless.“Corrupted Corporal” pack:
Union strategy revealed: Ability. All characters with any Union affiliation symbols subtract 1 from their Combat value.
Weapon theft: Ability. Before the start of the game, exchange this token for an equipment token with the Weapon trait that shows any Union trooper on the back side.
Equipment theft: Ability. Before the start of the game, exchange this token for any equipment token that shows disposable equipment on the front side and any Union trooper on the back side.“Deserted Feldwebel” pack:
Reich strategy revealed: Ability. All characters with any Reich affiliation symbols subtract 1 from their Mental value.
Weapon theft: Ability. Before the start of the game, exchange this token for an equipment token with the Weapon trait that shows any Reich trooper on the back side.
Equipment theft: Ability. Before the start of the game, exchange this token for any equipment token that shows disposable equipment on the front side and any Reich trooper on the back side.“Illoyal Efreitor” pack:
Matriarchy strategy revealed: Ability. All characters with any Matriarchy affiliation symbols subtract 1 from their Stamina value.
Weapon theft: Ability. Before the start of the game, exchange this token for an equipment token with the Weapon trait that shows any Matriarchy trooper on the back side.
Equipment theft: Ability. Before the start of the game, exchange this token for any equipment token that shows disposable equipment on the front side and any Matriarchy trooper on the back side.“Dishonored Shujin” pack:
Shogunate strategy revealed: Ability. All characters with any Shogunate affiliation symbols subtract 1 from their Movement value.
Weapon theft: Ability. Before the start of the game, exchange this token for an equipment token with the Weapon trait that shows any Shogunate trooper on the back side.
Equipment theft: Ability. Before the start of the game, exchange this token for any equipment token that shows disposable equipment on the front side and any Shogunate trooper on the back side.As you see, it’s a character that every player can use, but not a mercenary. Instead, Überläufer will get all advantages of belonging to a certain faction while putting an opposing faction at a disadvantage. Plus, Überläufer will have access to a diverse set of equipment tokens. On top of that, you won’t even need a new miniature to play Überläufer because you could just use a matching trooper figure.
Now that I think of it, an expansion pack for Überläufer could be produced quite cheap because there would be no need to include a miniature. One could of course go just the other way and release a rather expansive pack containing repainted miniatures of four different troopers – but at least, no one would have to design new miniatures because the troopers already exist. Just a thought … -
Moebius said:
Team proposal:
Edison, Oksana and 6 voivodes repairing each other.
The scary point is: This already includes your extra CP or initiative bonus because normally it would be 8 Voivodes! So it's 6 Voivodes repairing each other and wearing the opponent down with constant attacks PLUS the option to get reinforcements even in 2 CP games.
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I just finished reading Miah’s excelent Edison preview and all I can say is: Ouch! He will be very powerful, to say the least. If I got all his unique extraordinary super powerful game-changing abilities and tokens right, he allows you to exchange one hero in your army for two troopers (that is, one extra figure and thus more firepower for the Union, exactly what they need). The troopers than can act as human shields for Edison and prevent him from being wounded AND if you play with one less trooper (so in fact with two heroes and three troopers) you get an extra CP per turn to recycle the fallen troopers even in 2 CP games while Edison is almost invulnerable. Oh, and did I mention that he has a powerful gun, a vest that blocks attacks and the ability to reuse equipment over and over again?
This is … wow! Tannhäuser is certainly leaving with a bang! If these are the abilities of a “normal” hero character, I’m actually a bit afraid of what Frankenstahl, the new epic, will bring to the table. Maybe it's time to wipe the dust off of my Asteros … -
Neither did I! They really had these finished or half-finished characters lying on their desks for years but didn't finish and release them yet? Why? And even more important: How many great, ready-to-be-released characters will they find if they actually start looking around in their drawers?
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I don't know about FFG's actual reason to announce Edison and Frankenstahl instead of other characters, I just posted what I supposed to be the reason. But you are right of course, dual faction characters would be a good idea to generate more sales. Same goes for mercenary characters, which I included in my new signature although I generally rather dislike lots of mercenary characters because they take away the unique flavor and playstyle of the different factions. This could be a reason for FFG to announce two new affiliated characters instead of mercenaries, but again I don't know. That said, of course I'd buy and play any mercenary character if the alternative is getting no characters at all. A powerful new mercenary hero or even a mercenary trooper pack would be useful for every player, so it could be a way to go for FFG …
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Wow, that lots of cool SSU stuff! With all those options, I'll have to seriously think about what exactly to get to have a cool SSU army and what could possibly be left out.
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Rontules said:
There is one thing i'm very sad of and is that the new faction doesn't get any possible variations, Shogunate has a full squad but nothing more, that's bad, if they went dropping the franchise with two shogunate character instead of Edison and Frankenstahl i would have been more pleased.
I absolutely agree with your thoughts on the Shogunate. Before we knew about the end of TH, I always hoped for the release of a new Shogunate character to further develop that faction. Not only do they have nothing more than a full squad without any possible variation, but they are lacking a powerful ranged fighter to support their melee characters. Way too often, the Shogunate characters enter melee only to be gunned down by enemies from a distance, sometimes even from out-of-path.
But as much as I liked to see new Shogunate characters, I can understand FFG's decision to release a Union and a Reich character. These will be useful for more players and thus be bought by more players, simply because everyone who owns the core set can play Union or Reich and will probably buy powerful characters for these faction, where Shogunate characters will only be bought by those who have already invested in the Shogunate. Additionally, there weren't any Union or Reich releases lately, so the fans of these factions maybe are getting angry.
Last point: Whatever character or faction anyone of us would have liked to be released, FFG releases two characters that seem to be cool and that every TH player will be able to use. So if everyone actually buys these characters and thus some profit is generated, maybe FFG will reconsider their decision to end TH.
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Sorry, you can't. Your opportunity to place characters on overwatch is before the actual action phase unless there are special abilities involved. Even then, placing a character on overwatch will cost his action, McNeal's medal for example.
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Feel free to copy it. The more the better!
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Thanks. I just thought if anyone in charge would read it over and over again, perhaps it would change anything. I know of course that there's only a small chance, but I had to try.
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Great! Thanks for that quick answer!
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Updated signature says it all!
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The following question is just being discussed in a DT forum in Germany, and I'd really like to get your input:
Grenadier X has joined the Axis Zombies. They want to move and attack while using X's Assault. I supposed they could move 3 squares before attacking because their MV of 1 is doubled to 2 and they may move an extra square because of Fast. Others disagree and state that they may move 4 squares, the logic being MV 1 + 1 because of Fast is 2, 2 times 2 because of Assault is 4. I don't think that's right because Assault states that the Movement value is doubled and the Zombies have MV 1, but I admit I'm unsure. What do you say?
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??! said:
So if someone in charge actually reads this: Go on! Please announce immediately all the TH product you are going to release this year! Wait - make that this year and the next!
You can say whatever you want about FFG's decision on Tannhäuser, but again they did what we (okay I) asked them to do. I admit I had thought of something different, as you probably have guessed.
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Colgrevance said:
Is it possible to "chain" overwatch attacks? I.e., can I interrupt an OW with an OW of my own?
I don't think this would be possible. The point is, an overwatch attack interrupts the active character's activation if certain conditions are met. The target of the overwatch attack has to be the activated character. A character that does an overwatch attack is not the active character and is not even activated, so he could never be the target of an overwatch attack. The rules about placing a character on overwatch specify that this character won't get an activation. That's why I'd say no targeting a character on overwatch with overwatch attacks.
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It's really sad, what else could you say. But at least we are getting another two characters to add to our collection. And you have to give FFG a plus because they informed us way ahead instead of just remaining silent or vaguely hinting at new product to come. Still, it's very sad.
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It sounds great. I definitely want it!
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I'm with SolennelBern on this one. I actually had planned to skip the SSU and concentrate on Axis and Allies, but after seeing some of the inovative SSU product and especially this new "Operation Hades" with the superhuman soldier, I think I'll absolutely need a SSU army - including Winter Child of course! Maybe I can manage to wait until Christmas …
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Miah999 said:
I don't want to set a precident for using an item "randomly outside of the owners activation", for fear that this would create further issues in the future.
Moebius, as you have actually played the Medals both ways and have never encountered any problems, I accept your experience of course. Yet I still think Miah's got a point here. Tokens that can be used outside of their owners activations should specifically say so and/or name specific conditions or situations when they may be used.
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kalavera said:
One unclear regulation is the ovewatch rule with heavy weapons. Barry Brown is not allowed to attack with his flash weapon, while the Schocktruppen are are supplyed with abilities for exactly this attack. Both would attack with 5 dice (without mad minute etc.). This might be a balancing rule, but it seems to be a little unfair.
It's really a matter of balance. Brown rolls 6 dice, has a Combat Value of 6, can attack 2 targets and rolls additional dice when rolling a Natural 10. He is more powerful than a Shocktruppen who has a CV of 5 and a weapon without special abilities.
On another note, Moebius is right about the using of CP to heal characters. Maybe you got that point wrong.
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I can only repeat: It's great! And I think you are right about the Medals, by the way. If they could be used at any time outside the character's activation, they'd be a lot more powerful, probably would cause some difficult interaction with other characters or tokens and (most importantly) they could probably be used to get reinforcements in 2 CP games where there shouldn't be reinforcements.
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First thing: Great work! A lot of points that were vaguely phrased in the rules or suffered from contradicting answers are solved now. I’d like to add only a few points:
Concerning Ramirez‘ grenade launcher and Kaali: While I absolutely agree with the ruling, I think it should be added that you may not counterattack with weapons that target circles because “the original attacker must be the target” of the counterattack.
Concerning “Prescience” and “Shadowflash”: These abilities seem to be quite similar, yet are ruled differently because of the phrase “in any direction you could legally move” on Prescience. This is a bit stretched because Hoss could legally move on a circle with a penalty using 2 MP. A solution could be to errata the text of Prescience to “in any direction you could legally move using 1 MP” to set it clear.
Concerning Mizu’s Happo: I’m with Moebius here, as Happo has the Smoke grenade trait, it should work as a normal Smoke grenade and have extra abilities on top of that.
Concerning Moebius problem with Zor’ka: If we accept the official answer given some time ago that characters can’t attack themselves at all, there just won’t be a problem with Zor’ka attacking herself and causing damage to others.
Concerning the interaction between Grenades and Smoke grenades: I think the answer given in the FAQ is wrong. The throwing of Grenades should be unaffected by smoke because it is not an attack.
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But if at least one of the players knows the English rules, he or she can explain them to the others in any language they all are able to speak. I'd say that's less trouble than trying to play with rules that are translated incorrectly.
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Sorry to ask, but don't you think you are better off with the English version? I don't really know about the situation of the game business in France, here in Germany you'll always encounter the same two problems. First, it often takes very long until the translated version of a product is available, meaning in Tannhäuser either you know that there's a cool new character for sail but you'll have to wait months before you can get the German version or even worse your friends that play the English version are actually playing the cool new stuff while you are left watching. Second, the German translations of rules text or key words often lack in quality so you have to look into the original rules (English rules!) to actually understand how the game is played. I really had some bad experience with poor translations of rules that extremely differed from the original. I'd normally pick up the English version of an American or British game even if there is a German translation.

some questions about kaali
in Tannhauser
Posted
My point is (or was) that the game designers first introduced weapons that target circles but not characters and thus follow different rules than other weapons. After that someone ruled that targeting a circle counts as targeting the character standing in that circle, making the ability to target circles rather pointless. For example, Irishka can fire Kaali on a circle where an invisible Hoax figure stands and so probably wound Hoax. Why? Because Kaali doesn't target Hoax but simply fires into that circle. If Kaali would actually target a character, Irishka could not attack Hoax because she may not be targeted. Furthermore, a character damaged by Kaali can't counterattack because he wasn't actually targeted by an attack. There are several other situations where a weapon that doesn't target characters simply works different from a weapon that does.