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nyxnyxnyx posted:From my understanding, yes. That's how we've been playing it because the wording says that as soon as a unit is able to "strike" and there are no units on the otherwise the battle is over, but I ruled that the action window before it would still occur.
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# ? Nov 15, 2014 06:42 |
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# ? May 16, 2024 17:22 |
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PaybackJack posted:That's how we've been playing it because the wording says that as soon as a unit is able to "strike" and there are no units on the otherwise the battle is over, but I ruled that the action window before it would still occur. e: yeah this guy's got it VVV S.J. fucked around with this message at 20:43 on Nov 15, 2014 |
# ? Nov 15, 2014 08:09 |
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PaybackJack posted:Question regarding Conquest; is there still an opportunity for combat actions if there is no enemy units participating. For example, if I have a unit at the first planet and my opponent does not, is there a chance to use Ork Kannon before the battle ends? For several reasons, yes: There's a window before every battle starts and there's a window before each unit attacks - even if there's no enemies you still get two separate action windows to do stuff. Also something that's useful: There's another window before the phase ends after the last battle is over (perfect for using up those last Ork Kannons for example). A neat thing about the way Combat Victory is determined: So battle ends when you declare an attack but there's no target left to hit - that means you can do some fancy stuff with bad warlord commits: If you commit to a planet with no enemy and you don't want your entire HQ based army to be stranded there you can use your special Warlord retreat rule to retreat him instead of attacking - unless there's something else ready the combat doesn't end because there's nothing left to attack - so everything refreshes and you get a retreat window so you can decide exactly what to leave and what to get back into HQ for next turn. Just make sure you don't retreat everything or the combat ends as a tie. DatonKallandor fucked around with this message at 15:36 on Nov 15, 2014 |
# ? Nov 15, 2014 12:15 |
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Is there an errata about that 'end of battle' trigger anywhere? Because the way the rulebook is phrased the battle is over if you have any units at a planet and your opponent has none at the beginning of your combat turn, the battle ends. Since you actually have to consume a combat turn to retreat your Warlord you wouldn't get the opportunity to retreat him before the battle ended, right?
S.J. fucked around with this message at 20:51 on Nov 15, 2014 |
# ? Nov 15, 2014 20:46 |
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That's merely an additional option to retreat your warlord, since at the end of a combat round you may retreat whatever units you like.quote:
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# ? Nov 15, 2014 21:33 |
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S.J. posted:Is there an errata about that 'end of battle' trigger anywhere? Because the way the rulebook is phrased the battle is over if you have any units at a planet and your opponent has none at the beginning of your combat turn, the battle ends. Since you actually have to consume a combat turn to retreat your Warlord you wouldn't get the opportunity to retreat him before the battle ended, right? I take the end of battle trigger from the Red Box in the Battle Resolution Diagram - it's the most specific of the end of battle explanations and the only one in the reference guide that has a clear cut rule for "when does a battle actually end, specifically?". Actually I think you're right too. It looks like both conditions are active at the same time? In that case you couldn't do an unopposed retreat, but it'd still work if your only active unit after a commit (Warlord) kills the only opposing unit on his first attack, because an unopposed battle is won from the "start of Combat Turn" trigger, while a single opposing unit being killed by the Warlord means the "unit strikes but can't" isn't triggered. DatonKallandor fucked around with this message at 22:13 on Nov 15, 2014 |
# ? Nov 15, 2014 22:09 |
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DatonKallandor posted:I take the end of battle trigger from the Red Box in the Battle Resolution Diagram - it's the most specific of the end of battle explanations and the only one in the reference guide that has a clear cut rule for "when does a battle actually end, specifically?". Yeah that sounds right. Super specific but definitely useful if your opponent has a single command unit at a planet.
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# ? Nov 16, 2014 02:15 |
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Played LOTR today at Fantasy Flight with the game's current developer and the Star Wars LCG World Champ. It was kinda neat to teach the champ the game! There was sort of an LOTR meetup at the FFG Game Center, with at least 16 people. Played Peril in Pelagir (which we beat), encounter at Amon Din (which we beat with just 1 player alive after 1 died early and the other two of us were taken out by a 28-threat-gained turn, and Duredan Forest (which we lost, TWICE, both times pretty much on turn one due to terribly unlucky drawing). 4 players is not recommended for that one! Also got to hear a little about the Star Wars LCG strategy that nobody expected. I don't really know how the game works but he explained it a little. Pretty cool that he won with this core set strategy that nobody considered that great!
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# ? Nov 16, 2014 03:58 |
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It was definitely a "rogue" deck. Everyone was still thinking that pure Jedi even with an addition of a few Smuggler sets would be the heavily favored playstyle. Really his deck wasn't that different that most of them but he was running two sets that most people didn't think about and those two sets made up the rogue strategy and turned that into a really punishing strategy in the current environment. I don't want to sound like I'm taking anything away from him, the environment shifted in a way that made that strategy more viable and he caught it and played it to victory. He played excellently in the games I saw him play, he baited his opponents in the perfect way and his DS game was incredibly punishing and he gave up nothing on that side. Great player, great decks; give that man major props next time you see him.
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# ? Nov 16, 2014 04:28 |
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Having a lot of fun with DEldars in Conquest. It's solid at command and sets up for lots of sick Dooms with all the mobility. Literally just jam in all the mobile Eldar guys with Packmaster Kith just for her ability and a full suite of the 2-Shield events. Superiority works great with Eldar Survivalist and Void Pirate as always and Syren Zythlex being arguably the best unique unit always helps. I typically do low commitment units like Murder of Razorwing/Coliseum Fighter on Planet 1 then place a mobile guy like Soaring Falcon / Wildrider Squadron on Planet 2, so you either win Planet 1 uncontested or they win it by investing significant resources. Repeat a few times, then Rout/Doom for the win. Packmaster Kith Army (25) 2x Altansar Rangers 2x Coliseum Fighters 3x Eldar Survivalist 4x Kith's Khymeramasters 3x Murder of Razorwings 3x Soaring Falcon 2x Syren Zythlex 3x Void Pirate 3x Wildrider Squadron Attachment (7) 1x Agonizer of Bren 3x Promotion 3x Suffering Event (14) 3x Archon's Terror 3x Doom 2x Pact of the Haemonculi 3x Raid 3x Superiority Support (4) 1x Corsair Trading Port 1x Khymera Den 2x Twisted Laboratory Created with https://www.conquestdb.com
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# ? Nov 16, 2014 16:55 |
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I have decided LCGs aren't for me, and thought I'd post this here first. I have 2 copies of Star Wars LCG base set here and one copy of the Hoth expansion (I think) along with an insert that allows you to organize the insides of the box better using acrylic dividers, and a bunch of acrylic counters made specifically for the Star Wars LCG. Example of a Force counter on top. If anyone is interested in getting this, for say like 50 bucks shipped including the counters and insert and everything, please PM me. signalnoise fucked around with this message at 20:40 on Nov 16, 2014 |
# ? Nov 16, 2014 19:54 |
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I'm not interested (have it all already) but I will put it out there that that is a great value for jumping into the game either for someone who wants to build up to competitive or keep it casual. I love the Star Wars LCG and wish it was more popular. If you have a friend who is interested, this will give you a lot of deck building and a lot of fun!
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# ? Nov 16, 2014 22:21 |
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That's a great deal on the strongest LCG FFG makes. Wish I knew someone who needed some cards to start.
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# ? Nov 16, 2014 23:09 |
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I wish someone was doing this to their LoTR cards
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# ? Nov 17, 2014 03:14 |
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djfooboo posted:I wish someone was doing this to their LoTR cards I also have a set of those I could be rid of but it's only one box and no special goodies.
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# ? Nov 17, 2014 03:17 |
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I have a few people that may be interested. I'll keep you posted! I need other LCG players around here something fierce.
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# ? Nov 17, 2014 04:31 |
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That sounds like a great deal. Been looking for an excuse to pick the Star Wars LCG up. PM sent.
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# ? Nov 18, 2014 06:26 |
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Feels good man
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# ? Nov 23, 2014 02:11 |
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Which game has the tokens on the right? I can spot ANR tokens on the left and Conquest tokens in the middle, but I've not played the last one.
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# ? Nov 23, 2014 02:31 |
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Doomtown: Reloaded
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# ? Nov 23, 2014 02:47 |
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Hey for Warhammer Invasion, I think I'm missing something crucial here. Cards with the raider ability generate resources based on the raider value when they attack, but are those resources only for tactics cards at that point?
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# ? Nov 25, 2014 01:54 |
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I am having a lot of fun blasting quests with Gandalf, Elrond, and Galadriel. Feels totally OP but I recommend anyone who is up to date with lotr try it out. I am using Eagles as the ally support, but I could see using silvan, outlands or literally any other ally set that goes well together.
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# ? Nov 30, 2014 19:37 |
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At first glance Ragnar looked pretty bad to me, but I've been playing him recently and having a blast.
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# ? Dec 1, 2014 01:24 |
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So I bought a bunch of LOTR stuff and was wondering how people play? I can either start with the low difficulty stuff or go by release date? I know the saga expansions are special in that they have card lists, but what about the other stuff? Will the quests be too easy if I have access to everything?
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# ? Dec 1, 2014 18:49 |
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If you go in order you shouldn't have too many problems playing normal mode outside of the third core set quest. Once you get to Heirs of Numenor or any of the saga expansions you may want to go to easy mode if you start having trouble. The earlier quests may be easy if you know what you're doing with a large card pool, but I'd at least attempt some of them before looking to move on or get a nightmare deck.
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# ? Dec 1, 2014 19:08 |
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djfooboo posted:So I bought a bunch of LOTR stuff and was wondering how people play? I can either start with the low difficulty stuff or go by release date? I know the saga expansions are special in that they have card lists, but what about the other stuff? Will the quests be too easy if I have access to everything? Ignore the difficulty numbers of each quest, they're completely nonsensical. Playing in order of release is probably best as it'll ease you into the mechanics of the game.
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# ? Dec 1, 2014 21:27 |
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So I think my Steward's Fear AP was missing two cards, two outlands ally cards (the +spirit and +attack ones). I only have 2/3 of each of those two. Is that, uh, commonplace?
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# ? Dec 4, 2014 23:05 |
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Pander posted:So I think my Steward's Fear AP was missing two cards, two outlands ally cards (the +spirit and +attack ones). I only have 2/3 of each of those two. I'd have to check when I get home (haven't played any outlands decks)...but ...probably not. I don't recall missing any when sleeving.
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# ? Dec 4, 2014 23:07 |
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I played one game ever, and I've searched top to bottom to try to figure out where I might have misplaced them. At the time I think I noted it was odd that it seemed I had fewer of them, but I was new enough to the game where I wasn't really paying attention to the fact there should have been 3. I'm asking if anyone's known of APs being shorted because if not the probable alternative is that I DID somehow lose them despite never taking them out of my apartment, only using them once, and having searched it up and down for those two cards.
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# ? Dec 4, 2014 23:29 |
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Pander posted:So I think my Steward's Fear AP was missing two cards, two outlands ally cards (the +spirit and +attack ones). I only have 2/3 of each of those two. If you only have two of any Fellowship card then you're missing some, because there are three of each in every AP. Shadow it's harder to tell because they vary.
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# ? Dec 4, 2014 23:37 |
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I had a netrunner data pack that was missing some cards. Just email customer service. Easy peasy.
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# ? Dec 5, 2014 00:00 |
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Jedit posted:If you only have two of any Fellowship card then you're missing some, because there are three of each in every AP. Shadow it's harder to tell because they vary. I know there are supposed to be 3. That's why only having two is frustrating, especially since I wanted to make an outlands deck. Guess I'm buying another Steward's Fear AP :\
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# ? Dec 5, 2014 02:54 |
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Pander posted:I know there are supposed to be 3. That's why only having two is frustrating, especially since I wanted to make an outlands deck. Guess I'm buying another Steward's Fear AP :\ No, seriously, just email FFG and they'll help you.
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# ? Dec 5, 2014 05:08 |
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Pander posted:I know there are supposed to be 3. That's why only having two is frustrating, especially since I wanted to make an outlands deck. Guess I'm buying another Steward's Fear AP :\ Yeah, look up the FFG missing parts page and put in a request. They'll hook you up.
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# ? Dec 5, 2014 09:16 |
Descendants of Isha with a dark eldar warlord preview. First one with a starting 8 cards. Ichor Gauntlet sure is something
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# ? Dec 6, 2014 02:57 |
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GrandpaPants posted:Descendants of Isha with a dark eldar warlord preview. First one with a starting 8 cards. Ichor Gauntlet sure is something I think you mean the second with a starting 8 cards, Cortez (Astra Militarum) gets 8 cards and 8 resources. It's really cool though how the last pack is gonna give us two warlords. That DE torture deck is going to be incredible, and also enable some really stupid/hilarious moves thanks to the cost reduction. The dream opening hand where I can play that Ichor Gauntlet then 4 copies of that Experimentations card, forcing my opponent to either discard most of his hand or bloody his warlord on turn 1, would just be amazing. e: didn't read Ichor Gauntlet correctly, nevermind. That Inquisitor seems pretty strong too. I wish the Space Marine card didn't have all of its important info strategically blocked to give us pretty much no idea of what it does. sirtommygunn fucked around with this message at 03:20 on Dec 6, 2014 |
# ? Dec 6, 2014 03:12 |
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I was sorta hoping the ludicrously powerful one-of (and some of the two-of) cards in the signature squads was something they'd tone down a bit but it seems like they're really doubling down on the concept. It's just so much randomness when the most powerful card is 1 in 50.
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# ? Dec 6, 2014 20:28 |
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The fact the SM card is hiding only one or two words combined with 'until end of phase' is really throwing me off. It can't be 'a battle,' nor 'no battle' because it doesn't specify not first planet. It can't really have anything to do with command struggle due to timing windows. Could it be initiative? It must be.
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# ? Dec 6, 2014 21:24 |
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PJOmega posted:The fact the SM card is hiding only one or two words combined with 'until end of phase' is really throwing me off. It can't be 'a battle,' nor 'no battle' because it doesn't specify not first planet. It can't really have anything to do with command struggle due to timing windows. I think the effect could be an exhaust effect, maybe? But that seems way too powerful if it lasts until the end of the phase, and it doesn't look like there's enough room for the 'target unit' on the first line. No idea.
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# ? Dec 6, 2014 23:21 |
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# ? May 16, 2024 17:22 |
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It could be +2 (or whatever number) "Hammer-Icon"? Pump some Librarian powered command into a struggle? Also anyone else trying to come up with cool Tyranid/Necron stuff already? If the first Tyranid Warlord doesn't get a once-per-phase discard-unit-and-gain-printed-cost support I'll be sad.
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# ? Dec 7, 2014 00:00 |