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hifivecat

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  1. Hi, I would like to clarify the intended timing with abilities that state at the start of a unit's activation or have conditions such as distance. Specifically, the example of How Count Dooku's, Leader of the Separatist army and Savage Oppresses Unwitting Brute ability work when Count Dooku is activated. Appendix A states that you resolve Tactic Abilities before other player abilities so the order of how to apply them is simple. I am interested in when conditions on abilities are checked. In the step where the ability resolves? There are two trains of thought here in my playgroup. That the range is checked when it says "Start of the units activation" and we establish the game state and what will occur then move to resolve them as stated in timing appendix (2.C / 2.D). The other is that the abilities like this check their conditions when they come up in 2.D as a player effect based on the current game state. The base and simple interaction here is something like: Dooku and Savage are within 3 at the beginning of the turn. Dooku's tactic resolves giving Dooku and Savage each a dash and they are still within 3 afterwards. Unwitting Brute resolves and Savage gets another Dash. This is the simple scenario where the condition is always true. There are two scenarios I would like to clarify: A: Dooku and Savage are within 3 at the beginning of the turn. Dooku's tactic resolves giving Dooku and Savage each a dash and they are no longer within 3 afterwards. Would unwitting Brute result in a dash here? B: Dooku and Savage are not within 3 at the beginning of the Turn. Dookus tactic ability resolves giving him a dash and he ends within 3 of Savage. Would unwitting Brute result in a dash here? Thanks
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