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Post by Shaolin Yautja on May 7, 2008 14:14:20 GMT -5
Answered the rest on the other thread, but heres the rest: Stalking the Queen: This REALLY should be permanent. But the text really seems that it isn't. As a matter of fact, this card is really freaking awkward. Overconfidence: overrides - to hit Well I've been thinking. Malfunction's 'permanent' effect bonus due to an unlucky status character does not remain on the table after the turn is over, so I guess if they word "effect is permanent "it shouldn't have to remain on the table after the round/turn is over. This would also mean those cards I previously mentioned are safe from End of the Line removal/discard effect, but probably not Counter or Not So Fast "negation" effects. But if it says it lasts for the turn then it remains on the table for the turn prior to being discarded right? I'm hoping Pierce Ryan would drop by sometime and gimme an answer after all he worked with the company that made the game so I would let him have the final say, assuming if he even remembers all the revised rulings for vaguely worded cards in the Premiere set. ------------------------------------------------------------------------------------- I'm also very happy that Overconfidence overrides To Hit penalties, this will come in handy for my wounded Alien Warrior groups LOL Exposed Preds are vulnerable for the whole turn if a Natural 6 was rolled regardless of bonuses right? If so that's fair game. But what about Overconfidence VS It's Just the Cat? I'm guessing IJTC still negates the attack successfully. ------------------------------------------------------------------------------------- Another quick question is about Dire Straits(now this can be a broken card and abused, plus it's usually a staple I run in my Solo Pred Deck). Do multiple Dire Straits played on 1 opponenet stack and cumulate btw? Double the current CP costs -> Then Double for the first DS played, and then double for the previous 2? Or I.E. Comboed with Battle Field Chaos first time becomes 2 CP x2 so 4 CP then 4 CP x2 becoming 8, and then 8 CP x2 becoming 16 CP required to be paid to rotate, and so on. If so this card then this card would be pretty cheap and broken ------------------------------------------------------------------------------------- Also quick question about Rapid Fire, must all Marines have at least 1 legal target to attack to play this card?? If it is so this card is then pretty much useless. And are all of the attacks mandatory or could you choose and select which Marines you want to participate in the free attacks of this card or not? Also the marines must use unrotated weapons, and the 'Ready' position weapons involved will rotate for the attacks correct? That's all for today. Thanks for the reply.
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Post by Axlotl on May 7, 2008 14:51:37 GMT -5
free attacks don't rotate characters. Rapid Fire is awesome IMO. As to the targeting issues, I can't give you a definitive answer, but its never been an issue for me. My Marines usually stick together so if one ha a legal target, they all do. (barring long-ranged/short-ranged)
My gut feeling is that Dire Straits does not stack.
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Post by Shaolin Yautja on May 7, 2008 15:21:08 GMT -5
free attacks don't rotate characters. Rapid Fire is awesome IMO. As to the targeting issues, I can't give you a definitive answer, but its never been an issue for me. My Marines usually stick together so if one ha a legal target, they all do. (barring long-ranged/short-ranged) My gut feeling is that Dire Straits does not stack. I know Free Attacks do not rotate characters which is good if I used Overwatch or used up my regular attack in Combat Round or Searched ;D ;D But I am sure the Weapons must be able to rotate though? I sure hope Dire Straits do not Stack. But either way that is one of the best cards to protect yourself from Powerful CP-dependent decks, and also kinda deters abuse of Dwindling Options. --------------------------------------------------------------------------------------- Also for the card Oops, you roll for it's effect first then -2 to the die roll correct for the hit bonus/penalty portion then roll again for the To Hit roll portion? So if you rolled a 6 it becomes a total of +4 to hit, and 1 becomes -1 to hit. Also if you do end up rolling 1 and took a penalty and you play another hit bonus hoping to compensate for penalty as you haven't actually benefited from ' Oops' in the first place? Same goes for that other card with similar wording which I think was Desperate Leap. -------------------------------------------------------------------------------------- Another question goes for Saturation Fire[/b]'s wording on the character running out of ammo, they meant just the weapon selected/targeted/involved used for the Saturation Fire's attack right? Or does that mean all of the character's current carried weapons? If it's the latter then I will need to put some Extra Ammos in my marines deck. Either that or run 2 Short, Controlled Bursts.
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Post by Axlotl on May 8, 2008 13:55:15 GMT -5
free attacks don't rotate characters. Rapid Fire is awesome IMO. As to the targeting issues, I can't give you a definitive answer, but its never been an issue for me. My Marines usually stick together so if one ha a legal target, they all do. (barring long-ranged/short-ranged) My gut feeling is that Dire Straits does not stack. I know Free Attacks do not rotate characters which is good if I used Overwatch or used up my regular attack in Combat Round or Searched ;D ;D But I am sure the Weapons must be able to rotate though? I sure hope Dire Straits do not Stack. But either way that is one of the best cards to protect yourself from Powerful CP-dependent decks, and also kinda deters abuse of Dwindling Options. --------------------------------------------------------------------------------------- Also for the card Oops, you roll for it's effect first then -2 to the die roll correct for the hit bonus/penalty portion then roll again for the To Hit roll portion? So if you rolled a 6 it becomes a total of +4 to hit, and 1 becomes -1 to hit. Also if you do end up rolling 1 and took a penalty and you play another hit bonus hoping to compensate for penalty as you haven't actually benefited from ' Oops' in the first place? Same goes for that other card with similar wording which I think was Desperate Leap. -------------------------------------------------------------------------------------- Another question goes for Saturation Fire[/b]'s wording on the character running out of ammo, they meant just the weapon selected/targeted/involved used for the Saturation Fire's attack right? Or does that mean all of the character's current carried weapons? If it's the latter then I will need to put some Extra Ammos in my marines deck. Either that or run 2 Short, Controlled Bursts.[/quote] I misunderstood the part you said about weapons. Yes, you cannot use a rotated weapon in any attack. You have the effect order for Oops correct. I'm not sure if Oops would actually ever give you a negative hit modifier, since the -2 is to the die rolled, not exactly the same as +to hit. You can play as many events modifying attributes on the same character as you want, but you can only use 1 of the effects. So you could use a Good Shot in the event you don't like what Oops gave you. I would expect Saturation Fire to only affect the used weapon. Its only logical. I find when you are faced with a rules question, to go with the most realistic option, as it is usually right. Only 1 weapon is fired, so theres no realistic reason for all your weapons to go out of ammo.
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Post by Shaolin Yautja on May 8, 2008 14:53:32 GMT -5
Another question I have is Settle the Score vs. Alien Groups, although I'm pretty sure I had it right.
First of all can this, or must this card be played prior to the damage resolution step, or can it be played during it?
So 10 damage or more would guarantee a kill on an Alien Warrior group with loads of Alien tokens on it? or will it still be able to ignore and absorb some of the damage it took with the Alien tokens?
I'll check back again if I can think of any other ones.
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OK, I have another question regarding Heat Exchanger's effect. If it gets damaged from any other effect, and then subsequently loses it's damaged status.
I.E. A Ransack targeting a Heat Exchanger removed by End Of The Line, or through the effect ofStructural Repairs, will this stop it's 3 turns countdown to detonation?
Or I suppose it's like the Predator's Self-Destruct item and will pick up where it's left off if it gets damaged again?
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Also can March of Time or Slow Motion be legally combined/used with the following cards:
Demolition Charge Hand Welder Eat Vacuum
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Post by Axlotl on May 8, 2008 22:27:46 GMT -5
Another question I have is Settle the Score vs. Alien Groups, although I'm pretty sure I had it right. First of all can this, or must this card be played prior to the damage resolution step, or can it be played during it? So 10 damage or more would guarantee a kill on an Alien Warrior group with loads of Alien tokens on it? or will it still be able to ignore and absorb some of the damage it took with the Alien tokens? I'll check back again if I can think of any other ones. --------------------------------------------------------------------------------------- OK, I have another question regarding Heat Exchanger's effect. If it gets damaged from any other effect, and then subsequently loses it's damaged status. I.E. A Ransack targeting a Heat Exchanger removed by End Of The Line, or through the effect of Structural Repairs, will this stop it's 3 turns countdown to detonation? Or I suppose it's like the Predator's Self-Destruct item and will pick up where it's left off if it gets damaged again? --------------------------------------------------------------------------------------- Also can March of Time or Slow Motion be legally combined/used with the following cards: Demolition Charge Hand Welder Eat VacuumSettle the score can be used any time before damage. The way alien groups works means this does not harm them. Each warrior token allows a damage counter on the character to have no effect. This has nothing to do with resistance. I believe I brought up the Heat Exchanger question on here somewhere already, you can try and find that. I think, THINK, the ruling was that it explodes anyways. I do not think that Demolition Charge, Hand Welder, Eat Vacuum are affected by March of Time or Slow Motion.
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Post by galmorzu on Jul 1, 2008 21:55:06 GMT -5
To be honest, I'm actually still trying to remember what most of these cards were as it's been so long for me. I can remember the last ruling when I think about it for a bit, but for all intents and purposes, Axlotl is totally on the ball with all of his answers.
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Post by Shaolin Yautja on Jul 2, 2008 18:11:10 GMT -5
Settle the score can be used any time before damage. The way alien groups works means this does not harm them. Each warrior token allows a damage counter on the character to have no effect. This has nothing to do with resistance. I believe I brought up the Heat Exchanger question on here somewhere already, you can try and find that. I think, THINK, the ruling was that it explodes anyways. I do not think that Demolition Charge, Hand Welder, Eat Vacuum are affected by March of Time or Slow Motion. OK it's good that Demolition Charge, Hand Welder, Eat Vacuum are all Un-Affected by March of Time or Slow Motion. Otherwise they would be too broken and too good. So for Settle The Score vs. an Alien Warrior group with 10 Alien Tokens Need to know which case is correct: [glow=red,2,300]Case 1:[/glow] So will Settle the Score's effect bypass and ignore the tokens and be instant kill/death for this Alien Warrior group get hit by anything worth 10 damage or more which is double it's base Resistance? And if so the above is true thus I will also assume the same for Environmental damage I.E. Hull Breach will bypass the tokens, and the Alien becomes a Speed = 0+Power = 1 with all the tokens still available for ignoring any other damage it receives. [glow=red,2,300]Case 2:[/glow] Or if it get hit by a Plasma Caster, it will be 15 damage minus/versus 5 Resistance = 10 damage left over, and thus all 10 tokens on this group are used up to ignore those penalties and the group lives? If Case 2 is true then I will also assume the same for Environmental damage I.E. Hull Breach won't bypass the tokens, and the Alien becomes a Speed = 4+Power = 5 with all 4 tokens used up for ignoring 4 damage it takes from Hull Breach, leaving 6 Tokens left to use, before taking any penalties. So then this Alien Warrior group can still move and will take at least 4 turns for this group to remain in the " Hull Breach-ed" location. I.E. Turn 1 - Ignore with 4 tokens, 6 Tokens left to use ignore and Speed = 4 + Power = 5 Turn 2 - Ignore with 8 tokens, 2 Tokens left to use ignore and Speed = 4 + Power = 5 Turn 3 - Ignore with 10 tokens, 0 Tokens left to use ignore and Speed = 2 + Power = 3 (2 Unignorable damage) Turn 4 - Ignore with 10 tokens, 0 Tokens left to use ignore and Speed = 0 + Power = 0 (4 additonal Unignorable damage), so the group is dead. Need to know if Case 1 or Case 2 is correct by all accounts, just to have this clarified.
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Post by Axlotl on Jul 2, 2008 21:33:24 GMT -5
A Alien group with 10 tokens takes 15 damage to kill. It has 4 defense, 4 movement, 5 resistance, deals 18 damage and is +10 to hit. Since Settle the Score will have absolutely no effect, because tokens don't change resistance, they only allow you to ignore the negative effects of that many damage counters. If this alien group takes 10 damage, its still got 5 power. if it takes 11 damage, then it will be 3 spd 4 pow. At this point it is +10 -1 to hit, or +9 to hit.
Case 2 is correct, but the tokens don't really get "used up". If the 10 token group takes damage, it still has all 10 tokens. and then if the damage is later healed, its exactly the same as it was before taking damage.
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Post by Shaolin Yautja on Jul 3, 2008 19:09:02 GMT -5
A Alien group with 10 tokens takes 15 damage to kill. It has 4 defense, 4 movement, 5 resistance, deals 18 damage and is +10 to hit. Since Settle the Score will have absolutely no effect, because tokens don't change resistance, they only allow you to ignore the negative effects of that many damage counters. If this alien group takes 10 damage, its still got 5 power. if it takes 11 damage, then it will be 3 spd 4 pow. At this point it is +10 -1 to hit, or +9 to hit. Case 2 is correct, but the tokens don't really get "used up". If the 10 token group takes damage, it still has all 10 tokens. and then if the damage is later healed, its exactly the same as it was before taking damage. When I meant "used up", as in those tokens are used to ignore 1 point of damage each, once, but they aren't discarded etc.,... The Hit+Damage Bonuses from them will remain the same till the Alien takes any damage that it can't ignore then you would apply the total penalties against the total of bonuses. Thus usually meaning 'less' bonuses rather than 'more' penalties. The Alien Tokens cannot be used again for ignoring any further damage it receives till the Alien fully heals either through the effect of Perfect Organism, etc., ... Since Case 2 is the true case, then in the long run, the card was meant for countering your opponent's Superior Species, but the character you are attacking with must have the Veteran resource, and this event only affects a single target(or 1 Alien group) of your opponent that is being targeted by the Veteran character you control?
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Post by michalmermer on Aug 10, 2008 15:22:58 GMT -5
Yes, but I find this card more useful on preds thn aliens .Preds have a lot of cards that increase their resistance and that is so annoying .By the way is Settle the Score +Fletche Rounds combo possible?
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Post by Axlotl on Aug 14, 2008 23:37:55 GMT -5
thats a hard call. i'm not sure.
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Meuchelmorder
Newborn
El Que Hace Trofeos De Los Hombres
Posts: 33
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Post by Meuchelmorder on Sept 21, 2008 21:40:44 GMT -5
By the way is Settle the Score +Fletche Rounds combo possible? I'm assuming you mean the +3Damage to unarmored target? Settle the score doesn't remove the character's armor, it just causes him to use his base resistance: "Cancels all other protection" doesn't remove character's armor, it just ignores other bonuses. The target is still technically wearing armor, he just receives no bonuses from it now.
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Post by Shaolin Yautja on Oct 3, 2008 20:50:16 GMT -5
By the way is Settle the Score +Fletche Rounds combo possible? I'm assuming you mean the +3Damage to unarmored target? Settle the score doesn't remove the character's armor, it just causes him to use his base resistance: "Cancels all other protection" doesn't remove character's armor, it just ignores other bonuses. The target is still technically wearing armor, he just receives no bonuses from it now. Yes the armor isn't discarded but it's effect is ignored for the +# of resistance bonuses it provides to the character wearing it. So basically this would be come in handy when dealing with any Predator with 7 Power + Hunting Kit or Ceremonial Armor and you have just the Shotgun and the Pistols ( Garrison Pack / Small Arms). Oh and uh, for best results have at least 2 -3 characters that have the Marksman and Veteran resources around and use Trick Shotto ignore that annoying cloaking suit + other defensive bonuses. In the end it seems like this card is not as great as I thought it would be to bypass all those Alien Tokens on one really powered-up Alien Warrior.
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Post by Shaolin Yautja on Oct 3, 2008 21:08:44 GMT -5
Yes, but I find this card more useful on preds thn aliens .Preds have a lot of cards that increase their resistance and that is so annoying .By the way is Settle the Score +Fletche Rounds combo possible? My friend usually complain more about the high amount of defense Predators can accumulate combined with the suit. Since it becomes a pain in ass when you have stuff you can do a lot of damage against them but you can't even touch them. Usually I don't have this problem as long as I can close in the fight with 2-3 Shotguns. But anyways, my point is: I.E. Predator's with 5 Speed + Camou Suit (that's +1 extra Defense) so 6 Defense of the bat = Impossible to hit without +To Hit modifiers since you have to Roll Above a 6. Now throw in a Reflexive Action, and that will +2 Defense automatically; +1 for the first effect, +1 for the second effect since it applies to Predators, and with the remaining +1 Defense bonus is a variable(depending if the Predator is at an 'Open' Location), course he can't be hidden and use the last variable bonus at the same time. But that is almost always a defense worth of 8 which you almost always will have trouble hitting them without around +3 or +4 To Hit altogether. I guess they had to do this since Preds cannot afford to get hit in the first place, but that was the flaw my friend considered in the game, since that's pretty much the excuse when you are allowed to use only 1 character when using Predator species in the official scenarios. An excuse to go for cheap kills with the Plasma Caster effortlessly with high defense and +To Hit bonuses. So it becomes a win-win or lose-lose scenario, if you get at least 1-2 wounds in you are good to go. If not, and especially for the Humans, you are pretty much as good as dead.
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