
MarbitChow wrote:Bad Asses were already the 1st entry in the Beastiary. Dark Archons gain Hoboken on their list of random specials, and all get Projection for free now.

Werebiscuit wrote:MarbitChow wrote: I'm not getting how this works with the bolded and underlined statements. At level 4 I can select 4 different combat modifiers but why the once /level ? shouldn't it be that I can select them only once ? no need for the per level unless at level 4 i can select the same one 4 times.... and if so why state it as the 1st statement then forms the limit ?
perhaps some examples to add clarity would be in order ?
Quick example: 4th level unit takes the two abilities to give him +5 Combat Modifiers, so he gets to use 9. He declares Dodge x4 (+12 defense) and Take Cover x4 (+16 Defense), plus Block. 4 archers shoot at him, then on the next phase, William shoots at him. His Dodge and Take Cover are now exhausted, since he's used them against 4 attacks, and William shoots him without the +28 defense he got against the other archers.
Werebiscuit wrote:Marbit... with the new squad fire rules. I'm not sure the example you gave makes sense anymore since archers can no longer "shoot at him" unless they have Call the shot
How would it work with squads composed of different level units ? Do lower defs ALWAYS get hit first ? Do you average to get the def of the "squad" ? Or are you planning to randomise targets and then look at individual com/def pairings ?

MarbitChow wrote:But that brings up a good point. I've added the clarification "For Fire attacks, an entire squad counts as a enemy" to support and coordinate, so that the bonuses still make sense.
Werebiscuit wrote:MarbitChow wrote:But that brings up a good point. I've added the clarification "For Fire attacks, an entire squad counts as a enemy" to support and coordinate, so that the bonuses still make sense.
Doesn't that just make fire attacks that much more deadly ? As an archer stack now gets +21 to 8 individual attacks ? Instead of the current +21 to one attack against an individual ? plus 7 attacks at -2 ?

Nnelg wrote:Yeah, Fire attacks are already buffed up enough. Support and Coordinate still make sense for Fire attacks that are randomly selected...Werebiscuit wrote:Doesn't that just make fire attacks that much more deadly ? As an archer stack now gets +21 to 8 individual attacks ? Instead of the current +21 to one attack against an individual ? plus 7 attacks at -2 ?

MarbitChow wrote:I don't want to complicate determining combat bonuses per unit by postponing that until after targets are determined. I want a simple check so I can cut/paste all combat bonuses for similar targets, then start resolving target selection and damage. Therefore, Support/Coordinate targets squads, or Fire can't use it at all. Anything else introduces too much complexity.

This only requires an action on the part of the leading unit, leaving the units that they're newly stacked with still free to act, correct? So a warlord can swap stacks and then have the stack he just joined shoot, for example.MarbitChow wrote:No, changing stacks requires spending an Action. There are no 'free restacks' any more. Units (including the squad leader) can drop from a stack for free. A unit with Leadership can select up to 7 other unstacked units to create a stack by spending an action. Dollamancers & Croakamancers with the appropriate ability behave similarly, although only golems / uncroaked can be part of their squads.0beron wrote:How does Leadership affect that? is it still a free action to change on their round like before?
Of those... I think I'm inclined to go with the latter option. Possibly make an exception for units with Call the Shot- if you've got an entire squad of called-shot capable units, they might get a little more flexibility, but otherwise archers are already really strong.MarbitChow wrote:You've got 2 options: Support / Coordinate can target squads, or Support / Coordinate cannot be used for Fire actions at all.

Yes, but note the following from the Squad rules:Exate wrote:This only requires an action on the part of the leading unit, leaving the units that they're newly stacked with still free to act, correct? So a warlord can swap stacks and then have the stack he just joined shoot, for example.
So, while any units can group into a squad, if the leader drops, there must be another command-capable unit that remains in the squad to keep the squad cohesive, otherwise they all have to spend an action reforming and choosing a leader as well. (Basically, they spend an action arguing about who's in charge.)All Stacks and Hordes are Squads. Each Squad has a Squad Leader. Any unit can be a Squad Leader. If a Squad Leader drops from a stack (due to a Regroup action or being croaked), the former Squad Leader can designate a Command Unit in the Squad to become the Squad Leader as part of the Regroup action. If no other Command Units are in the Squad, all members of the Stack are dropped as well, and each will need to spend a Regroup action to join a new Squad. Squad Leadership is not visible to other Sides.
I'm almost certain every non-archer unit will argue for that, and I'm inclined to go that way myself, as it makes the melee units more capable, but I'd still like to hear from the Archer players before they get nerfed again.Exate wrote:Of those... I think I'm inclined to go with the latter option. Possibly make an exception for units with Call the Shot- if you've got an entire squad of called-shot capable units, they might get a little more flexibility, but otherwise archers are already really strong.


Yes. Support / Coordinate needs to be clarified before any squad combat occurs.ETheBoyce wrote:Edit: Also would that rules change go into effect before the upcoming missions?

Exate wrote:Of those... I think I'm inclined to go with the latter option. Possibly make an exception for units with Call the Shot- if you've got an entire squad of called-shot capable units, they might get a little more flexibility, but otherwise archers are already really strong.MarbitChow wrote:You've got 2 options: Support / Coordinate can target squads, or Support / Coordinate cannot be used for Fire actions at all.

Not gonna happen. Consider that Word of God.Nnelg wrote:Seperate to-hit and damage rolls, to-hit penalties for moving, more restrictive LOS rules...

MarbitChow wrote:Not gonna happen. Consider that Word of God.Nnelg wrote:Seperate to-hit and damage rolls, to-hit penalties for moving, more restrictive LOS rules...
All Squads have an Order which is made up of one Tactic, and one Attack [Target]. The default Order is Hold, Target (Any). Orders are set at the start of Combat, and can only be changed at the start of each round.

When a squad moves, it moves in formation. You won't need to order them to, and you can't order them NOT to without disbanding the squad.Nnelg wrote:Will we be able to order our NPCs to keep a specific formation?


Melee units can grant up to 7 Support / Coordinate actions to an 8th unit against a single target, but all 8 units have to be able to hit the target, and ...bob the 6th wrote:Well, I might be a little biased, but I don't see why making coordinate and support target stacks is such a big deal. It has the same effect as the normal version, given that actually hitting a target is still random.


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