|
Post by inrepose on Nov 7, 2012 10:42:28 GMT -5
This section is a placeholder for questions, FAQ's etc for the new version. Please use it after the new rules are out. It would also be great if you could try and play the game first to experience the various actions.
|
|
|
Post by gnah1977 on Apr 5, 2013 6:52:59 GMT -5
I´m not sure but i read this Mod: -------------------------- MODZ, Site 88, First Mod: Ack Ack Effect:...Negates +2 Guard bonus normally given to flying units that are moving... -------------------------- Now, where do i find this rule (+2 Guard) Thanks! Gnah1977
|
|
|
Post by chris6 on Aug 25, 2013 8:10:31 GMT -5
Question: How does Breaking Loose from Combat really works? Is it one Moveaction and after the break there is one Action left? Is it possible to break loose with a doublemove?
cheers from germany!
|
|
|
Post by comstar on Aug 25, 2013 14:10:23 GMT -5
Question: How does Breaking Loose from Combat really works? Is it one Moveaction and after the break there is one Action left? Is it possible to break loose with a doublemove? cheers from germany! It's just a move action which gives the defender an out of action attack against the target that moved away. So you can double move if you are still alive to move again.
|
|
chris6-forget to sogn in...
Guest
|
Post by chris6-forget to sogn in... on Aug 26, 2013 1:03:26 GMT -5
Well, but if its a simple move action, it will cost one of your actions. A run action actually cost 2 actions? I interpreted the actions-rules like, if you want to run you have to spend the whole 2 actions together as one, like in an assault. Isn`t that to easy to break of a brawl and run tht far wawy the opp. couldn`t get you?
|
|
|
Post by comstar on Aug 26, 2013 2:17:13 GMT -5
Yes but no. You declare that you are going to run but if you are in base to base contact the miniature you move away from get a free strike at you if you are still alive you can move your double move (run). This also means you could in theory move then shoot as well or move get into a transport then transport moves. Still see it as two actions not just one double, it will make more sense that way. Hope that helps as I'm now off to work
|
|
xols
Recruit
Posts: 6
|
Post by xols on Sept 3, 2013 16:39:03 GMT -5
a simple overwatch question. once in overwatch how many times can you shoot? only once or one time at every moving enemy in los? thanks!
|
|
|
Post by squinch on Sept 4, 2013 13:20:32 GMT -5
xols - I would answer that only one shot is allowed. The Acions Section indicates that most units only fire once per 'activation'. Since the overwatch is a delayed activation it seems reasonable to connect the two. Squinch
|
|
|
Post by Mr. Harold on Sept 4, 2013 14:24:13 GMT -5
Would you have to shoot at the first enemy squad in LOS? Or can you choose when and risk losing your shot?
|
|
|
Post by squinch on Sept 4, 2013 15:19:55 GMT -5
Mr. H - The Overwatch section has a declaration step whereby the potential firer stops the 'mover' and asks them to declare movement, action and end point. It seems reasonable that if you've triggered this action, you have to fire because you've asked the opponent to divulge information you might not have obtained if you passed on taking your overwatch. Nothing indicates you have to take a shot, in fact the wording is, "you can declare..." Squinch
|
|
|
Post by twogunsblazing on Sept 4, 2013 22:24:01 GMT -5
@ xols - squinch is correct, you only get to fire once as an overwatch action. Inrepose stated this himself quite some time ago in reply to a similar question to yours... Just react once, then remove the overwatch token. @ Harold - I would say that when on overwatch, you can choose which valid enemy unit to use your overwatch shot on. I say this because on page 26 it says "...you can declare you wish to activate..." The above sentence structure is pretty clear to me that it is entirely the players choice whether or not he wishes to use his "one-off" overwatch shot. It may be that you have placed a unit on overwatch so as to deter and enemy from assaulting you...or knowing that he will, to provide your squad a better chance of survival from that pending enemy assault. It would be unfair to be forced by the rules to waste your overwatch on a moving enemy that was not a threat to you simply because they moved first, when you have specifically placed that unit on overwatch to guard against an assault by another enemy squad. In saying that though, what squinch says is quite fair. Once you have committed to an overwatch shot, and thereby forced your opponent into revealing his intentions, you must then follow through with the overwatch shot.
|
|
|
Post by Mr. Harold on Sept 5, 2013 12:06:15 GMT -5
I agree with that...I'd love to see a skill roll for that. Keeping a unit from firing in an ambush situation is hard would also be a good reason to give your squads a better skill #
|
|
|
Post by pineappleleader on Mar 14, 2015 11:55:27 GMT -5
QUESTION: The second sentence of the second paragraph under Alternating Activation (p.94) is mangled and missing text.
What is the official correct and complete text?
Thank You in advance for your reply.
|
|
dmcgee1
Recruit
I need to write something witty here...
Posts: 27
|
Post by dmcgee1 on May 11, 2015 20:48:01 GMT -5
*** NOT OFFICIAL - merely an answer from someone familiar with Alternating Activations and how to handle twice (thrice, or more) the number of units to activate. ***
The player with twice the units must activate two units on their activation. If calculations leave the opponent outnumbered three (or more) to one, then activate three (or more) units. This way, it keeps it balanced across alternate activations, retaining the fluid, simultaneous nature of the combat.
For example: Player A starts Turn 3 with five units on the board and wins initiative. Player B starts Turn 3 with three units. 5 divided by 3 yields less than 2, so both players will activate one unit at a time - for now.
Player A activates a unit first, destroying a unit of Player B's. Player B activates, and manages to kill an unactivated unit of Player A's.
Player A now has three units left to activate. Player B now has only one unit left to activate. 3/1 = 3; therefore, Player A will activate all three units, then Player B (assuming he has anything left after that volley) will activate their remaining unit.
Does that make it clear?
|
|
|
Post by comstar on May 12, 2015 1:21:56 GMT -5
Yep sure does
|
|