Post by soldado on Oct 13, 2014 4:05:23 GMT -5
So I got to play a larger scale game using the cards over the weekend and some questions arose from it about the cards.
We blind assigned the cards out so this may be the first mistake
1) Troops in a transport, Where the squad inside goes before the transport. Does the squad lose it's activation?
For the purpose of the game we house ruled that when the 2 cards are dealt the higher card gets swapped to the transport (subject to other influences such as jupiter cards etc) then where combined actions such as a dust off move is used the squad is activated out of sequence.
For other more normal embark/ disembark actions then as normal the transport lands then the squad has to wait for its turn.
2) Squads in a continuing assault, due to some fairly poor dice roles we had an assault going on for three turns before anyone hit anybody
This may not be related entirely to the cards and just my poor understanding of the assault rules.
If a squad react assaults does it lose its activation card? Or is this not a standard activation, As if when they (finally) hit and the other squad doesnt react they would lose and potentially have to retreat.
For the purpose of the game we house ruled that the squad in defence could react assault without losing its card and when its turn came it could continue the assault and the now defender could also react assault despite having already activated for this turn.
3) Commanders abilities
Push move - this one is a bit contentious but we felt that as some of the cards had instant move functions then the commander would be able to to use the push in the same way, however it would not stack with card based ones.
Take the pain - If a squad has a supression marker the commander can remove as normal if he activates before the squad but not after.
So is any of this right/ sensible etc or have I managed to misunderstand some of the system.
Any advice on this would be greatfully received.
We blind assigned the cards out so this may be the first mistake
1) Troops in a transport, Where the squad inside goes before the transport. Does the squad lose it's activation?
For the purpose of the game we house ruled that when the 2 cards are dealt the higher card gets swapped to the transport (subject to other influences such as jupiter cards etc) then where combined actions such as a dust off move is used the squad is activated out of sequence.
For other more normal embark/ disembark actions then as normal the transport lands then the squad has to wait for its turn.
2) Squads in a continuing assault, due to some fairly poor dice roles we had an assault going on for three turns before anyone hit anybody
This may not be related entirely to the cards and just my poor understanding of the assault rules.
If a squad react assaults does it lose its activation card? Or is this not a standard activation, As if when they (finally) hit and the other squad doesnt react they would lose and potentially have to retreat.
For the purpose of the game we house ruled that the squad in defence could react assault without losing its card and when its turn came it could continue the assault and the now defender could also react assault despite having already activated for this turn.
3) Commanders abilities
Push move - this one is a bit contentious but we felt that as some of the cards had instant move functions then the commander would be able to to use the push in the same way, however it would not stack with card based ones.
Take the pain - If a squad has a supression marker the commander can remove as normal if he activates before the squad but not after.
So is any of this right/ sensible etc or have I managed to misunderstand some of the system.
Any advice on this would be greatfully received.