In answer to your question *Parson's klog*
I'm happy to see that, should cut down some of the off turn rules/mechanics conflict in future - especially casting and doing stuff across hex boundaries.
Now I'm quite curious about what the other situation room notes prior to this were on. I bet magic would have come up a lot.
I wonder if the arrows stuck in a hex boundary continue their on flight at the start of your turn or just drop to the ground.
I think they might just disappear, like the gum covering Trem disappeared when the Jetstone turn began (and we didn't see any of the arrows Jetstone had fired on that turn afterwards.
RusVal wrote:Line up as many archers as you can, and have them fire all their arrows into a hex wall, taking care to group all the "hits" close as you can to leave little space to go between, but far enough apart to cover enough of an area to matter, and boom, a wall of spikes! While it might not be much, it would at least be an option for someone in a jam, say as a delaying action to set up traps (or in some cases, the only way to set traps).
And if the arrows were strong enough you could have units climb them... I'm not sure why, but it would be cool to see someone climbing up a hex boundary (well, to me at least).
BLANDCorporatio wrote:So, uhm ... breath weapons stop at hex boundaries? Does this mean we may yet see the Flying Poop and Chewing Gum Armour?
I wonder if dwagons have a limit on how many times they can use their breath weapons in a turn (like archers eventually run out of arrows). They might not have enough in them to poop/gum up enough of the boundary (I guess the archers can move to a new firing position).
And so my time with the Tardy Elves draws to a close, and I am let to ponder how the experience will... eh, I'll finish later. No need to rush.