|
6 months ago ::
Dec 11, 2012 - 11:35PM
#101
|
Date Joined:
Jan 10, 2012
|
To me, players on adjacent corner would not be able to attack each other. I kind of take it as cover. You would have to come out one square to do an attack. But I'd like to see an official response regarding hard corners and attacking as well.
Glad we agree on the need for an offical response. They probably need to create a small print out covering corners, since they play such a big roll in movement (especially large creatures), attacks, and special order cards. Since shifting and sliding can also be effected by Terrain, its interaction with corners needs to be more heavily defined.
|
|
|
|
6 months ago ::
Dec 12, 2012 - 12:08AM
#102
|
Date Joined:
Oct 18, 2012
|
WoTC should look at all our questions, and answer them in a downloadable PDF.
|
|
|
|
6 months ago ::
Dec 12, 2012 - 7:31AM
#103
|
Date Joined:
Oct 23, 2002
|
To me, players on adjacent corner would not be able to attack each other. I kind of take it as cover. You would have to come out one square to do an attack. But I'd like to see an official response regarding hard corners and attacking as well.
The rules say you are adjacent to a character across a hard corner. The rules say melee attacks can be done to characters that are adjacent. The rules make no explicit exception for hard corners. Ergo, you can melee attack across a hard corner.
Now, if you really want to talk about ambiguous rules, tell me how hard corners work with Reach 2, because I have no frakking clue.
|
|
|
|
6 months ago ::
Dec 12, 2012 - 8:39AM
#104
|
Date Joined:
Jan 10, 2012
|
To me, players on adjacent corner would not be able to attack each other. I kind of take it as cover. You would have to come out one square to do an attack. But I'd like to see an official response regarding hard corners and attacking as well.
The rules say you are adjacent to a character across a hard corner. The rules say melee attacks can be done to characters that are adjacent. The rules make no explicit exception for hard corners. Ergo, you can melee attack across a hard corner.
Now, if you really want to talk about ambiguous rules, tell me how hard corners work with Reach 2, because I have no frakking clue.
I just flipped through the rulebook again to check and I can't find anything in the rules about hard/soft corners and even if corners interefere with melee attacks. By looking the LOS rules, the corner would not actually interfere in melee since one corner can see all corners of the target. But, you can't move through those corners as if they weren't adjacent so this still isn't the most clear. And again, I didn't see anything a bout hard/soft (round) corners so, despite the way it looks on the board, I don't see any mechanical represenation to explain its difference in gameplay, if any. Maybe if the Underground Tiles themselves had 'soft' corners (it appears may only be two, but not sure), the difference would make a little more sense. Either way, I can't find it in the rulebook.
|
|
|
|
6 months ago ::
Dec 12, 2012 - 11:53AM
#105
|
Date Joined:
Jun 20, 2003
|
..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />The rules say you are adjacent to a character across a hard corner. The rules say melee attacks can be done to characters that are adjacent. The rules make no explicit exception for hard corners. Ergo, you can melee attack across a hard corner.
Now, if you really want to talk about ambiguous rules, tell me how hard corners work with Reach 2, because I have no frakking clue.
Sums it up right there.
As for how hard corners work with reach, pretty much the same as in your first paragraph there. It does say treat as adjacent, doesn't it? (don't have my cards here atm).
|
|
|
|
6 months ago ::
Dec 13, 2012 - 11:23PM
#106
|
Date Joined:
Oct 16, 2010
|
Yeah, it's too bad that official replies seem to have dropped off, though I certainly understand people get busy. I'd still love to hear replies to my last set about Call to Battle and Cloud of Bats.
Reach and Hard Corners: Clarification never hurts, but RAW it looks like the Horned Devil can't attack around a hard corner from one step back because the target will be three squares away. I base this on the square counting rules on p. 13:
"Some effect specify a range in squares [...] When determining this distance, always count around walls, never through them." To me this implies that you count as if you were moving, so you can't cut hard corners. Again, something I've learned over my many years in gaming is that official clarification always helps put people's minds to rest, but I wouldn't have trouble ruling this one in a tournament with reasonable confidence.
|
|
|
|
6 months ago ::
Dec 15, 2012 - 5:53AM
#107
|
Date Joined:
Jun 20, 2003
|
Reach and Hard Corners: Clarification never hurts, but RAW it looks like the Horned Devil can't attack around a hard corner from one step back because the target will be three squares away. I base this on the square counting rules on p. 13:
"Some effect specify a range in squares [...] When determining this distance, always count around walls, never through them." To me this implies that you count as if you were moving, so you can't cut hard corners. Again, something I've learned over my many years in gaming is that official clarification always helps put people's minds to rest, but I wouldn't have trouble ruling this one in a tournament with reasonable confidence.
If you'd rule that you'd also have to forbid melee attacks around a corner since around a corner wouldn't be adjacent anymore but by your reckoning two squares away..........which is in direct voilation of the rules as written regarding melee combat around a corner.
So yeah, I'd disagree with that ruling.
Edit: I believe the rule you are referring to was intended to mean you can't count an opponent as one square away when there is a solid wall between you, but would have to count all the way around the wall (which might go one for three more squares). Also, your assumption of treating this as movement is based on.....what exactly? Why not use the rules for LoS, which don't forbid counting diagonally, but use corner to corner calculations? Last one makes more sense in my opinion. Still, I agree that some formal answer would be desirable. (not to mention an updated FAQ with all these questions we've been discussing over the past few months.)
|
|
|
|
5 months ago ::
Jan 01, 2013 - 10:08AM
#108
|
|
|
Gout of Fire in the "Curse of Undeath" set: lvl 3, int, standard. Requires ranged, make a ranged attack that deals 20 damage. All 3 of the ranged creatures that have a ranged attack deal at least 20 damage. pg 12 of the rule book 'Taking a standard action taps the acting creature" What is the point of this card?
Use it and it taps your creature (as it's a standard action) and on one out of three creatures you actually lose damage. I'm confused, help please?
|
|
|
|
5 months ago ::
Jan 01, 2013 - 10:21AM
#109
|
|
|
+20 damage.... duh.... lol. sorry guys.
|
|
|
|
5 months ago ::
Jan 01, 2013 - 9:50PM
#110
|
Date Joined:
May 16, 2012
|
Hello! I have a question that might already be answered in this thread but I am going to ask - With regards to the "Behind Enemy lines" as stated below you can deploy and attack. If you deploy this unit does it count against your leadership points? ( meaning you have to have enough to deploy) or does this go above your leadership at the time of using this card?
So when you deploy a new unit, you've already passed the activation stage, for this turn. Mind you if you play a card like "Behind Enemy Lines" you could deploy a unit and then move/attack with it, all in the same turn.
Thanks so much!
Rayven
|
|
|