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Has anybody just e-mailed FFG's customer service about the big rules questions (primarily the Thunderhawk damage and transportation of heroes)? I'm going to right now to see what the official word is. If you haven't done that yet, I highly recommend it. They're fast, concise, and friendly.
"We could be heroes, just for one day."
I won't. Still waiting for one (well, actually, it'll be like 3 answers).
"We could be heroes, just for one day."
I have a question about Lightning Raid. Here's the situation: Friendly forces start in sector [A]. Sector [B] contains a friendly activation marker in addition to more friendly forces. [B] borders [C]. [C] contains an enemy force. In the case of a normal move, forces could move from [A] to [B] since nothing forbids movement onto a previously activated sector. Also, a normal attack order from [B] to [C] would not be possible since [B] is already activated.
So, my questions are:
1) Can the forces use Lightning Raid to move from [A] to [B] and then attack [C]?
2) If so, can the forces which started the turn in [B] participate in the battle?
3) Do the answers to 1 and 2 change if the marker on [B] is a routed marker instead of an activation marker?
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Starting Order Cards
I just want to check that we are doing the setup correctly. I know the Imperial player starts with the 6 green skull cards. My confusion is over the Traitor player's setup. Now, the Traitor player has 12 green skull cards. In the last stage of the setup, he is instructed to place 4 "Drop Pods" and or "Port Landing" on the strategic map and then shuffle the remaining cards into his order deck, leaving him with 4 Order Cards.
My question is are these the Traitor's start hand, or do they draw up to 6 cards, or do they keep 2 of the Drop Pods or Port Landing in their start hand? This would dramatically change the amount of units the Traitor player can bring into play during the early rounds of the game.
Got boardgames?
Well I got my answer over on the BGG forums, the traitor only gets the 4 cards after he shuffles the unused port landing and pods cards into the order deck. Just wish this had been a little clearer in the rule book.
Got boardgames?
Are two locations adjacent if they are just touching a corner (this happens between some of the Palace areas and areas in the Imperial Plateau region)?
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Q: Can a player use the card "Boarding Action" to move into the Vengeful Spirit Catacombs (or Inner Palace) area if there are enemy units there?
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kevin9793 said:
Here's a thread to keep rules questions all in one place, hopefully to make it easier for Fantasy Flight to compile a FAQ.
Thanks, Ephraim, for the idea :)
Here's one to start it off:
Q: On page 24 of the rulebook, it says "For coexistence battles, the Traitor player is always the defender"
On page 40, in the glossary under Defender it says: "... (Exception: In coexistence battles, the Traitor player is always the attacker)"
Which is correct?
Hi!
The Attacker definition (Page 40), states the Imperial player is always the attacker.
HtH
L
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Warhammer00 said:
Heroes do not count as units according to the rules so yes, they can be transported for free. So you can transport any 2 unit types ( Titans included!) as well as any number of heroes in the same move.
Drop pods do trigger defence lasers according to pg 36 of the rulebook under Defence Lasers. Not sure whether Horus' special ability triggers it though.
Heroes don'r trigger Defense Lasers. Maybe it'll be better to not transport 'em?
HtH
L
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Is Mortarion's special ability active for the whole battle, or just used at the beginning?
Example: After an iteration of a battle including Mortarion, the Imperial player has one or more units with just 1 point of damage left. Are those units immediately eliminated? Or do you only eliminate such Imperial units at the beginning of the battle if such are present?
Fear is the mind-killer.
All good questions , I've only played one game so far and we got caught out witht he Traitor's starting hand of cards , he had 9 at the start !
We should have shuffled the port landings and pods intot he deck , we did that , but then drew out all the starting cards 
Come on FFG we need soem answers , who is the attacker in a co existance battle ??
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Keithandor said:
Two points beats one point, Imperial is the attacker (two places in the rules mention Imp as attacker, one place mentions Traitor as att)
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A dirty mind is its own reward.
Dam said:
Keithandor said:
Two points beats one point, Imperial is the attacker (two places in the rules mention Imp as attacker, one place mentions Traitor as att)
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Well I can't argue with your logic :)
I actually heard a podcast today that had an interview with the designer and he mentioned something about the Imperial side being the attacker in co existance battles , so that's how we'll play it.
Somthing about the imperial army attacking traitor units and so on.
I dunno , I though the traitors would have the jump on them be the attacker , but then againt he defender gets to play their cards first.
confused...
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Over at BGG you can download a user made reference sheet with what hero is alligned with what forces and their abilities.
I dont have the game yet so can someone tell me if the abilities are as written here, or are clarified better in the official rules? If so it seems that they do need more detail on exactly what happens. Khan's ability seems to have the most holes. Does it lay down an activation marker? Can it be done to a coexistence battle, as the Imperial player is defined as attacking? Should we just assume that it follows the same rules (apart from bypassing crevases) as a flying unit supporting a battle?
Of course, if the official rules for the heroes in the game (which I havent seen yet) are clear on these matters, then all good.
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