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Posts posted by Stragen
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When the events have the same timing the active player can decide in which order they are resolved. You can first change the speed and then the direction or the other way around.
Even if Juno has MK2 it will stay red. I think it's answered in the FAQs.
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Yes, if you defeat two heroes, this will work. If you use Fire Breath (Shadow Dragon, Hybrid Sentinel), Blast (Crypt Dragon), Pincer Attack (Arachyura) or Flail (Merriod) you can achieve that. Hard but possible.
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Basic II's Flurry card:
Play this card after rolling attack dice. Surge: make an additional attack after this one, adding green die. (reworded)
Say I attack with a monster, and I have a surge. I play Flurry, and use the surge to make another attack afterwards. I manage to defeat the hero, so I draw a card, but first I need to shuffle the deck. Say the card I draw is Flurry again. Can I play the card in this second attack, to make a third one?
I am not sure but i think you have to shuffle your overlord deck, when you draw the last card. Maybe it is to prevent such scenarios like yours.
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I was speaking from the heroes perspective. And i don't think that FFG had the idea of the Rat swarm mechanics in their mind at the time they designed the base game.
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You will always roll a blue die when you are attacking, even with bare hands. So they could have stated, that you always roll the blue die and only print the additional die/dice on the weapon cards. That would also work. But now they have 2 different systems, so i understand ND Jones confusion.
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Additional.
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As in any case with reinforcements, they are placed as much on the designated tile as possible, or if that is impossible, as close to the tile as possible.
You can never block reinforcements unless the rules specifically say that the monster cannot be placed outside a given area (I think Enduring the Elements might have that wording.)
This applies to more than reinforcements. If the necromancer wants to summon his reanimate in an adjacent space but there are no empty adjacent spaces, he can summon it 2 spaces away instead.
Just played a quest where this rule may have ruined any chance to win Encounter1. Was playing Cardinal's Plight, E1. Shadow Dragons as an open group. Merrick Failed about 4 times. Yet he escaped with all 4 zombies. Now I get that one of the biggest moves the OL made was to Dark Charm Ashrian into the middle of a group of monsters ( all out of range of her ability) and they just beat her senseless and kept her off the field for a couple of solid turns. Bad enough that is takes forever to kill Shadow Dragons. Unfortunately when one of the Dragons came in as a Rienforcement, there was actually no legal spot to place him on except in the small pathway in front of the heroes. Yeah...
On the plus side, still playing E2 and the Cardinal seems to be holding his own.
When the Overlord chooses Shadow Dragons as the open group, you should not have any problems. He can't place them in the setup to block your path to the caravan. Put 2 high willpower heroes in the way to block the dragon movements into the small way. Then deal with the Flesh Moulders and go to Merick. If some hero is separated from the other in the first encounter, you have to evaluate if it's worth to get him/her or finish the encounter. Their is a free standup action at the start of the second encounter.
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I played with proxies
Vader + Predator, Title, ATC
Maarek Stele + Predator, Title, ATC
Vessery with VI
It's very good and a brute force approach. Most of the time you make 2-3 damage. VI on Vessery to strip the shields for Maarek.
The_Brown_Bomber reacted to this -
I don't know a solution for a single quest. But in our campaign atm the hero players take turns in playing the heroes in the quests.
We've done that once- the two most tightly scheduled members shared a hero, so if one couldn't make it for a quest, the other took over- when they both played, they managed their hero and the parties ally (it was LoR.) However, this would be less optimal for a regular group of 6.
Yeah. That's also our case.
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I don't know a solution for a single quest. But in our campaign atm the hero players take turns in playing the heroes in the quests.
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If you absolutely must use the force into lava strategy, just mix in immobilizing so they can't leave on their turn.
If they can cure the condition before this hero has to take his turn, then it's avoidable.
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is the advanced targeting computer for the tie advanced only?
in X-Wing Rules Questions
Posted
Sounds like fun for Farlander with opportunist and a HLC, shooting after Wes Janson. Maybe put Jan Ors also in for a 7 dice shot!