Hi!
Bin auf folgenden Thread gestoßen, wo Leute ihre Fragen/Antworten sammeln, die sie an FFG geschickt haben und was retour kam. eine gute Zusammenfassung:
Quelle: community.fantasyflightgames.c…stions-email-compilation/
Auch wenn es noch nicht offiziell offiziell ist, kling das alles sehr vernünftig (besonders LOS!!) und ich würd zukünftig so spielen (auch wenn wir das eine oder andere bisher anders gehandhabt haben). Leider noch keine Lösung für das Bewegungsdilemma.
Bin auf folgenden Thread gestoßen, wo Leute ihre Fragen/Antworten sammeln, die sie an FFG geschickt haben und was retour kam. eine gute Zusammenfassung:
Attacks
A unit in base to base with an enemy unit can only make melee attacks against that unit
A unit in melee (but NOT engaged) may make ranged attacks against other units.
A unit with Arsenal may perform a melee attack against one unit and ranged attack(s) against different unit(s).
Melee attacks DO NOT generate suppression.
Range is measured "at" (except for deployment zones).
A unit is at range of its closest mini. For example, a range 2–4 weapon cannot attack a unit if some minis are at range 1 and some are at range 2.
Firing arcs: wounds can only be dealt to minis in the attacker’s firing arc.
Cover & LOS
The rules on RR page 8 is to help players determine what terrain elements will provide cover during the game, but is determined before the game begins. You DO NOT use the 50% rule during the game.
The rules for determining obscured minis will be updated as follows:
The player checks line of sight from the attacker’s unit to each mini in the defending unit. If any part of a defending mini, including its base, is blocked by a piece of terrain or another mini, the player then traces an imaginary line from the centre of the base of the attacker’s unit leader to the centre of the base of the defending mini. If the imaginary line crosses either that piece of terrain or the base of the mini that blocked line of sight, that mini is obscured. The player repeats this process for each mini in the defender to determine how many of those minis are obscured.
This prevents immersion-breaking scenarios. Essentially it’s a 2 step process:
1. Check line of sight; if the mini is behind a piece of terrain but loS is not blocked to any part of that mini, the mini is not obscured.
2. Draw an imaginary line from the centre of the base of the attacker’s unit leader to the centre of the base of the defending mini. If the imaginary line crosses a piece of terrain or another unit’s base, that mini is obscured.
If at least half the defender’s minis are obscured, the defender has cover. The type of cover (none, light, heavy) should have been determined for each type of miniature at the start of the game.
Area terrain is a flat template decorated with removable elements (e.g. a forest). True line of sight is not used for the removable elements, instead, the entire base should be treated as the border of the terrain. A normal forest does not block line of sight. However, you may have a dense forest that blocks LoS when it is between two units , but not blocking LoS if a unit’s leader is within the forest.
Standby
Standby triggers after any suppression is gained from an attack.
Standby can only be used if an enemy unit ends its turn at range 1–2 (i.e. if it moves beyond range 2, Standby does not trigger).
Standby can be used to attack a different target than the one that triggered it.
A unit with Cumbersome (e.g. HH-12) can attack with Standby even if it moved in its activation.
General Rules
Unit keywords stack: Arsenal 2 + Arsenal 2 = Arsenal 4.
Grenade keywords stack: if 6 troopers use Impact grenades, the attack gains Impact 6.
Height should be measured from the level that the unit is currently sitting on. A unit with Speeder 1 can move onto a height 1 structure and then onto a taller structure, and would indeed need a path back down to move safely.
A unit can Jump only once per turn. It is both a Move action and a Jump action.
Quelle: community.fantasyflightgames.c…stions-email-compilation/
Auch wenn es noch nicht offiziell offiziell ist, kling das alles sehr vernünftig (besonders LOS!!) und ich würd zukünftig so spielen (auch wenn wir das eine oder andere bisher anders gehandhabt haben). Leider noch keine Lösung für das Bewegungsdilemma.
Es war einmal ein hässlicher Blaubarsch. Der war so hässlich, dass alle Leute gestorben sind. Ende
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