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ovinomanc3r

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Everything posted by ovinomanc3r

  1. The Spanish (and other languages too) version of the RRG was 180cm x 90cm for 800 points games. The play area didn't actually changed through the history of the game, but we no longer have an official translated version of the RRG though we still have official tournaments. Is 180cm x 90cm still an official play area size or is it no longer and we have to move to the 6'x3' as the only official size? Thansk in advanced.
  2. How these cards interact with each other? Does Beck counts as spending a command token in order to use Piett's effect and resolve that command as if a dial was spent?
  3. Several questions about new squadron Fenn Rau: 1. Does the squadrons activated by Feen Rau's effect counts against the total of squadrons that squadron command can activate? 2. Does the squadrons activated by Fenn Rau's effect benefit from cards such flight controllers or Adar Tallon? Thanks in advance
  4. The Magnite is worded in a way that's unclear who is changing the speed (unlike Konstantin or Comm Noise damage card). Does a ship forced to change its speed by the Magnite suffer damage from Thruster Fissure effect? If yes, how much damage if the speed change is by 2 or more. I guess just one cause Thruster Fissure doesn't care about the measure of the speed change but to be sure.
  5. These are kind of extreme corner case but for the sake of a more clarity. Let's say a squadron with counter (built-in or granted by other effects such as Dengar) is activated by a squadron command and during the its activation, it triggers the attack of a source like Moralo or Haor Chall Prototypes (the squadron moved while engaged with Haor Chall or moved an objective token near Moralos). Those attacks are not counter attacks so they can be countered. As the squadron countering is actually attacking during its activation and its being activated by a squadron command, does the counter attack benefit from IA and/or flight controllers if the squadron has IA or the ship is properly equiped? Just in case I made it confusing: Scenario 1: my quasar with flight controllers activate my lambda with a command; I move my lambda at distance 1 of an objective token and at distance 1-2 of my Dengar; I move the objective token with strategic; an enemy Moralo was a distance 1 of the moved objective token so my opponent move and attack with him against my lambda; my lambda has counter due to Dengar, does my lambda add 1 blue die to the counter attack as it's being activated by my quasar equipped with flight controllers? Scenario 2: similarly, I activate a tri-fighter with a squadron command; the tri-fighter is at distance 1 of an enemy Haor Chall Prototypes but there is no engagement due to obstruction so I move my tri-fighter; the enemy Haor Chall attacks, does my tri-fighter get to counter before moving? Does the counter add the AI die as its being activated by a squadron command? I guess the answer is yes as the wording for counter is similar to snipe, but before Moralo there was no way to counter during your own activation so I want to be sure.
  6. Lando's ability says the die it sets cannot be modified again. Scatter rule says it cancels all attack dice. Modifying dice rule describes cancel as a dice modification. As I understand, if Lando attacks an enemy ship or squadron with a scatter token and use his skill to set a die to whatever, the defender cannot cancel that die. Is that correct? Also, if yes, does the defender at least get to cancel the other dice? Thanks.
  7. Anakin attacked a non-unique squadron at distance 1 of an enemy Plo Koon. Due to Anakin dealing damage to the enemy squadron (and destroying it), Anakin dealt 1 damage to Plo Koon, killing him. Does the enemy non-unique squadron at distance 1 of Plo Koon get the counter attack on Anakin? My first take is no, he doesn't, cause counter triggers after an attack and Plo Koon is dead at the end of the resolve damage step.
  8. Let me understand this better. May something be "at" two different distances/ranges at the same time? It's not about any effect in particular, though the snipe question I asked before is related to this; I just try to elaborate a call on this issue in case any other scenario (not necessarily "snipe") arises. In other words. If something needs an object to be "at distance/range x" (no minimum-maximun, just "at") and that object is partially on that band (x) but also partially on a closer band (x-1), does the object fulfill the requirement? Or it's always considered to be "at" the closer distance/range. "At" like written looks like it's possible for something to be "at distance 3" and "at distance 4" at the same time; but it also looks to me like that would create unnecessary confusion around almost every game action. <<As my cr90 is defending "at medium range" and "at long range" I chose to cancel a die with my evade token>> I'm trying to settle an argument that has gone around and around almost half day long.
  9. An enemy squadron is just on top of the line between distances 1 and 2 so it is partially at distance 1 and partially at distance 2. May my squadron with snipe, snipe it?
  10. The objective clearly states that the rift does not have the ability to temporarily reduce the speed of the maneuver granted by the special rule of the objective, but it does not say the same about the maneuver granted by the setup rule. The order of resolution rule allows the second player to resolve grav shift reroute before the "setup maneuver" which let him move the rift close enough to any given ship before it moves. Would the rift temporarily reduce the speed of this maneuver turning it into a speed-0 maneuver?
  11. As pero the rules, tokens move with an obstacle if they are on top of it. But are they also removed if the obstacle is? (proximity mines, ignition token) If no, what rules dictates how to place it after removing the obstacle?
  12. With AI2: May I add 2 dice of different color if both color are present in the attack pool or they must to be of the same color?
  13. Can I take advantage of the Obstacle Movement rule to "move" the Targeting Token beyond its initial placement? Example: my onager finished its activation and I placed its targeting token on an obstacle touching an exogorth. We're playing infested fields so, at the end of the round, I remove the exogorth and move that obstacle up to distance 2 with the token on it.
  14. What is this card exact timing? Can I choose to resolve it after the defender spent its defense token in order to know in advance if I want to prevent him from resolving a Concentrate Fire Command Token cause he spent a Salvo Token or another command if he didn't? It is not a modify dice or spend accuracy effect so I don't see it necessarily linked to the Resolve Attack Effect Step of the Attack. Thanks!
  15. Is the second paragraph part of the card effect due to a Concentrate Fire Command resolution? Or is it a permanent effect regardless of the command resolution? Thank!
  16. Probably an obvious one: I may discard an exhausted Swivel-Mount Batteries with Vader (boarding version) or Sunder, what would let the focus token on the enemy ship as it is removed upon readying the upgrade card. Would that keep the Swivel-Mount Batteries effect still "on"? I guess it doesn't.
  17. I guess I have this straight but just for clarification. Now we have several effects that allow a ship to spend defense token and resolve alternative effects such as other defense tokens effect (like Reactive Gunnery providing Salvo's effect). The defense token spent by the defender counts as its "real" type regardless of the effect that provides for the purpose of the defense token rule that says a ship cannot spend more than one token of each type per attack, right?
  18. Ozzel triggers for each ship's Determine Course Step which is a step for every maneuver, even those granted by upgrade cards or other effects such Engine Techs or Gravity Rift. Does Ozzel work on those maneuvers too? I mean, he doesn't change the "special" maneuver speed but he could change the dial speed. Thanks!
  19. Do both effects stack on each other? I mean, both temporarily reduce ship's speed so they both check that ship's current speed (the speed on the dial) without changing the ship's speed dial as per G-8's FAQ. So when I resolve G-8 I check the ship dial speed, let's say is 3 and I can reduce it by one for the maneuver, but the dial is still at 3. Then the Gravity Rift effect is resolved (or the other way around, it doesn't matter), do we take the speed dial as reference again (so it would do nothing) or the temporarily reduced speed (so it would stack)? Thanks!
  20. May a ship use Thermal Shields to reduce the Planetary Ion Cannon objective attack? Thanks!
  21. Do ships have the chance of resolving both effects (dealing objective tokens and spending them) during the same attack as both share the same timing? Thanks!
  22. Fire Lanes's FAQ stated that, for checking attacks on objective tokens you may resolve those effects that grant dice before rolling the pool, such as Enhanced Armament. I guess Romodi provides his red die during the Modify Dice Step, so no extra die from him, but obstruction is checked just before rolling. Does Romodi prevent from removing a die if the attack on the objective token is obstructed? Thanks!
  23. If, during an attack, I choose to not spend the objective token in order to resolve the objective's effect, do I still get the victory token? It looks to me that getting the victory token is something you get regardless you spent the objective token, but I'm unsure. Thanks!
  24. If a ship or squadron move completely out of the play area, where I measure from in order to check distance in case some effect requires it, such as Reserve Hangar Bay?
  25. Similarly as my question regarding Reserve Hangar Bay and General Grievous interaction: Nevoota Bee activates 1 delta-7, it gains swarm. The delta then attacks and get destroyed due to a counter or salvo attack. May I resolve Hot Landing first to give a raid token to an enemy ship and then Reserve Hangar Bay to save my squadron?
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