Mikeymajq Posted April 9, 2018 Share Posted April 9, 2018 Finally a FAQ that adresses the silly Contained and Conquest discussions I've seen ? Quote Link to comment Share on other sites More sharing options...
Qaz Posted April 9, 2018 Share Posted April 9, 2018 Interesting definition of a successful attack action (Last Chance #336). Wouldn't have thought it worked that way. 1 Quote Link to comment Share on other sites More sharing options...
Biboune Posted April 9, 2018 Share Posted April 9, 2018 Mischievous Spirits is double edge but can save some part of the hold objective. Great Concussion is also a good way to keep the enemy away from you models. 1 hour ago, Qaz said: Interesting definition of a successful attack action (Last Chance #336). Wouldn't have thought it worked that way. That is nice: it denies also the bloowarriors inspiration. But it don't help to score Let's the Blood flows. Quote Link to comment Share on other sites More sharing options...
TheOtherJosh Posted April 9, 2018 Share Posted April 9, 2018 2 hours ago, Qaz said: Interesting definition of a successful attack action (Last Chance #336). Wouldn't have thought it worked that way. What do you call an attack that successfully connects and the opponent fails the save .... but does no damage? Its like Kylo Ren shooting Luke Skywalker with the entire group of AT-ATs ... and doing no damage ... I believe that was not a successful attack ... Quote Link to comment Share on other sites More sharing options...
Qaz Posted April 9, 2018 Share Posted April 9, 2018 (edited) 21 minutes ago, TheOtherJosh said: What do you call an attack that successfully connects and the opponent fails the save .... but does no damage? Its like Kylo Ren shooting Luke Skywalker with the entire group of AT-ATs ... and doing no damage ... I believe that was not a successful attack ... As per page 20 in the rulebook "if the attack total is greater than the defence total, the Attack action is successful. The target suffers damage [...]" . The full stop is important here. The Attack action is considered a success before damage is applied. Doesn't really matter to me. As long as everything is consistent then all is good (like how they rolled back on the first Time Trap FAQ). Edited April 9, 2018 by Qaz Quote Link to comment Share on other sites More sharing options...
TheOtherJosh Posted April 9, 2018 Share Posted April 9, 2018 15 minutes ago, Qaz said: As per page 20 in the rulebook "if the attack total is greater than the defence total, the Attack action is successful. The target suffers damage [...]" . The full stop is important here. The Attack action is considered a success before damage is applied. Doesn't really matter to me. As long as everything is consistent then all is good (like how they rolled back on the first Time Trap FAQ). Yeah ... the full stop is important. But it looks like reactions rules on p.24 are the controlling rule for the issue. The Last Chance card is an Attack reaction that is played “during the attack” that interrupts the attack and modifies the success condition. If it was an “after the attack” then the success condition would be able to be met. Either way, consistency is good! Quote Link to comment Share on other sites More sharing options...
Rintrah56 Posted April 9, 2018 Share Posted April 9, 2018 Really pleased to see not just the new FAQ, but the updated rulebook PDF too. Makes for less cross-referencing during games which is always a good thing for me. Quote Link to comment Share on other sites More sharing options...
Sim Posted April 9, 2018 Share Posted April 9, 2018 4 minutes ago, Rintrah56 said: Really pleased to see not just the new FAQ, but the updated rulebook PDF too. Makes for less cross-referencing during games which is always a good thing for me. Where is this? I can't see it... Quote Link to comment Share on other sites More sharing options...
Rintrah56 Posted April 9, 2018 Share Posted April 9, 2018 They gave it brief mention in the latest Community article.... it’s on the main Warhammer Underworlds homepage - scroll right down to the bottom for the rules PDF. Don’t think there’s anything actually new in it, but it includes basic things like the revised roll-off system, the revised objective token setup wording etc. Could be printed out or just referred to via iPad or whatever. Also think it might be the first time the rulebook has been made available to all online? Could be imagining that though. https://warhammerunderworlds.com/ 1 Quote Link to comment Share on other sites More sharing options...
Red_Zeke Posted April 9, 2018 Share Posted April 9, 2018 Earthquake simultaneous! Just in time for Great Concussion... Quote Link to comment Share on other sites More sharing options...
BigT Posted April 10, 2018 Share Posted April 10, 2018 As a counterpoint to all the aggressive cards in the new expansions 2 defensive Ploys have caught my eye as being potentially very strong: Frozen in Time - only a 50/50 chance but removing a key enemy fighter from consideration for an entire phase is potentially huge, and this is a card that is broadly more favorable to higher model count war-bands as the lower model count bands will feel the loss of a single fighter for a phase more acutely. Quick Thinker - as long as I'm reading the rule interactions correctly here the most recent FAQ clarifies that if a declared Charge action cannot be resolved as e.g. 'my opponent makes a reaction that moves the target out of range of my fighter’s Attack action' the fighter still counts as having made a charge action - so your opponent declares a charge against your fighter, at the end of the move portion of the charge you play Quick Thinker as a reaction, moving your fighter away out of range, the enemy has been robbed of his attack and is left unable to activate again this phase as he counts as having charged. A premier defensive card? Quote Link to comment Share on other sites More sharing options...
Qaz Posted April 10, 2018 Share Posted April 10, 2018 25 minutes ago, BigT said: Quick Thinker - as long as I'm reading the rule interactions correctly here the most recent FAQ clarifies that if a declared Charge action cannot be resolved as e.g. 'my opponent makes a reaction that moves the target out of range of my fighter’s Attack action' the fighter still counts as having made a charge action - so your opponent declares a charge against your fighter, at the end of the move portion of the charge you play Quick Thinker as a reaction, moving your fighter away out of range, the enemy has been robbed of his attack and is left unable to activate again this phase as he counts as having charged. A premier defensive card? Yes, it looks pretty good especially if you're not planning to move anytime soon. The counterplay is to charge models that have moved. 29 minutes ago, BigT said: Frozen in Time - only a 50/50 chance but removing a key enemy fighter from consideration for an entire phase is potentially huge, and this is a card that is broadly more favorable to higher model count war-bands as the lower model count bands will feel the loss of a single fighter for a phase more acutely. Absolutely brutal when timed right. Imagine playing without the Warden or Skritch in phase 2 or 3. Quote Link to comment Share on other sites More sharing options...
Changer Posted April 10, 2018 Share Posted April 10, 2018 11 minutes ago, Qaz said: Yes, it looks pretty good especially if you're not planning to move anytime soon. The counterplay is to charge models that have moved. Absolutely brutal when timed right. Imagine playing without the Warden or Skritch in phase 2 or 3. Which is why I'm going to start using Misdirection in my Skaven deck - just in case. Quote Link to comment Share on other sites More sharing options...
BigT Posted April 10, 2018 Share Posted April 10, 2018 18 minutes ago, Changer said: Which is why I'm going to start using Misdirection in my Skaven deck - just in case. A good shout, and a particularly good counter for Skaven and the Guard to use as they often times won't miss not being able to activate a grunt for a phase and Frozen in Time could to an extent be turned in your favor - by perhaps denying the enemy an easy kill/glory on a now invulnerable (for a phase) 2 wound model/objective holder who was unlikely to be activated in any case Quote Link to comment Share on other sites More sharing options...
TheOtherJosh Posted April 10, 2018 Share Posted April 10, 2018 (edited) 19 hours ago, Sim said: Where is this? I can't see it... Here’s the current direct link: Edited April 10, 2018 by TheOtherJosh Quote Link to comment Share on other sites More sharing options...
Spinsane Posted April 10, 2018 Share Posted April 10, 2018 19 hours ago, Sim said: Where is this? I can't see it... 6 minutes ago, TheOtherJosh said: Here’s the current direct link: Since your link appears to be broken (it is on my end, at least), here's one that works: https://warhammerunderworlds.com/wp-content/uploads/sites/6/2018/04/Warhammer_Underworlds_Shadespire_Rulebook_ENG.pdf Or just browse to the Warhammer Underworlds homepage (warhammerunderworlds.com) and scroll all the way to the bottom; the rules PDF link is in the second to last section, right above the twitter cast and desktop wallpapers, on the left... 1 Quote Link to comment Share on other sites More sharing options...
TheOtherJosh Posted April 10, 2018 Share Posted April 10, 2018 6 minutes ago, Spinsane said: Since your link appears to be broken (it is on my end, at least), here's one that works Interesting, it’s an embedded link that works great on mobile ... and fails completely on MS Edge. It’s the exact same end location. I blame the Deepkin for stealing the soul of the document away from non-mobile browsers. Thanks for killing off those vile scum and returning a direct path to the heart of the matter! I’ll have to be more cautious in the future. Quote Link to comment Share on other sites More sharing options...
Anthony225 Posted April 10, 2018 Share Posted April 10, 2018 Great concussion will be great with warbands who don't want to engage. Pick a center hex and push your fighters away from them and them away from you so a possible 2 hex difference. Would be great for skaven 1 Quote Link to comment Share on other sites More sharing options...
Reggi Posted April 12, 2018 Share Posted April 12, 2018 1 1 Quote Link to comment Share on other sites More sharing options...
Reggi Posted April 12, 2018 Share Posted April 12, 2018 Whoo, i didn't notice that change in FAQ how to use Time Trap. It make more sense for me now. Playing Time Trap you can do only things that you can normally do. But as Time Trap say, that you choose fighter and do action with him, it go around charge, cuz charge just don't allow you to activate that fighter. So you can choose fighter which charged this turn, you just can't use move or another charge, cuz charge is in fact move too and you can't use 2x move with fighter in that same turn. Quote Link to comment Share on other sites More sharing options...
ReynakZhen Posted April 12, 2018 Share Posted April 12, 2018 3 hours ago, Reggi said: Whoo, i didn't notice that change in FAQ how to use Time Trap. It make more sense for me now. Playing Time Trap you can do only things that you can normally do. But as Time Trap say, that you choose fighter and do action with him, it go around charge, cuz charge just don't allow you to activate that fighter. So you can choose fighter which charged this turn, you just can't use move or another charge, cuz charge is in fact move too and you can't use 2x move with fighter in that same turn. Not exactly correct. Fighters CAN make multiple move/charges in a round with the right kind of ploy(s) just not with Time Trap as that card does not specify an action type. Quote Link to comment Share on other sites More sharing options...
Reggi Posted April 12, 2018 Share Posted April 12, 2018 (edited) 10 minutes ago, ReynakZhen said: Not exactly correct. Fighters CAN make multiple move/charges in a round with the right kind of ploy(s) just not with Time Trap as that card does not specify an action type. Ofc they can with ploy, thats why i wrote "normally". So, without playing anything that change rules from rulebook. Fighter's can't do 2x move on activations in one turn. Ploys are totaly different things. And i though i didn't need to wrote about them when i write about Time Trap. Cuz you can't play ploy to change what you can do with Time Trap. Ploys give you diffirent action, they don't interact with Time Trap or with activations. You can't move with fighter, then play Time Trap and move him agains, cuz you have Ready for Action in your deck/hand/discard pile, that would allow you to move again. Edited April 12, 2018 by Reggi Quote Link to comment Share on other sites More sharing options...
Carnelian Posted April 12, 2018 Share Posted April 12, 2018 <head explodes> Quote Link to comment Share on other sites More sharing options...
Goblin-King Posted April 12, 2018 Share Posted April 12, 2018 The thing it took me a while to wrap my head around is the fact that making a charge doesn't prevent you from attacking again - it only prevents you from ACTIVATING again. And Time Trap allows any fighter to make an action, regardless of their ability to activate again or not. Mini guide to Time Trap: Un-activated fighter --> may move, charge, attack - put appropriate token on him Moved fighter --> may only attack - He already has a movement token Charged fighter --> may only attack - He already has a charge token 3 Quote Link to comment Share on other sites More sharing options...
Reggi Posted April 12, 2018 Share Posted April 12, 2018 (edited) 12 minutes ago, Goblin-King said: The thing it took me a while to wrap my head around is the fact that making a charge doesn't prevent you from attacking again - it only prevents you from ACTIVATING again. And Time Trap allows any fighter to make an action, regardless of their ability to activate again or not. Mini guide to Time Trap: Un-activated fighter --> may move, charge, attack - put appropriate token on him Moved fighter --> may only attack - He already has a movement token Charged fighter --> may only attack - He already has a charge token Exacly That's why i think, looking at wording of Time Trap and charge rules, it make sense. And why they just didn't put on charge rules "it can't preform actions". Just strange that they put something diffirent on previus FAQs. Edited April 12, 2018 by Reggi Quote Link to comment Share on other sites More sharing options...
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