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Master Sergeant
Posts: 235
Death to Those who Betray the Geat Fathers Dream

Re: Rules questions

sheesh. maybe I should see if i cant get these mechs. Ive got the Mangonel and Pride Breaker Annie K. looks like I got a bit of work to do then. >_>

 I used this combo many times. Pair them up with a WH kelswa and a SW Arrow 4. Makes nasty team.
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Master Sergeant
Posts: 280

Re: Rules questions

One more stupid rules question, just for a clarification:

If GS-024 Lex Corpuz is on his favorite Buford, but isn't recruited, can he use a close combat formation with Liao ATVs, and will his Excessive Force ability work for such formation attack?
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Warrant Officer
Posts: 500
Bring it on, ya Blakists!

Re: Rules questions

I just used Buford about two Sundays ago and killed two Liao Anubis lights. he eventually died, but we had good times.




Yes, if Buford is not recruited, it can participate in a close combat formation attack with up to two other units from the same faction. KABOOOOOM!


hahahahahahahaha

love that guy. 
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Master Sergeant
Posts: 280

Re: Rules questions

Quote
Yes, if Buford is not recruited, it can participate in a close combat formation attack with up to two other units from the same faction.
Thanks for the answer! Looks like my newb who asked me for a close combat army is going to have a good time too Smiley
One more question: will Buford's Full Strike work if it's using a CC formation? Let's say Buford is touching two Mechs, and one Liao ATV is also touching both of them. If Buford is attacking in a CC formation, will it attack both Mechs at once?
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Lieutenant
Posts: 1057
ESOB at large

Re: Rules questions

Close Combat Formations require a single target only. Full Strike makes every opposing figure in base contact targets. They do not seem to be compatible.
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Master Sergeant
Posts: 280

Re: Rules questions

Some more stupid rules questions if you don't mind:
1). If I roll a critical hit against two targets, will each target suffer +1 damage or the total amount of damage will be increased by 1 and then divided among the targets?
2). If I roll a critical miss when repairing, will the attacking unit take 1 pushing damage or just the target will suffer 1 pushing damage?
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Lieutenant
Posts: 1587
Your friendly neighborhood Periphery pirate!

Re: Rules questions

1). If I roll a critical hit against two targets, will each target suffer +1 damage or the total amount of damage will be increased by 1 and then divided among the targets?

Each target receives +1 damage.

2). If I roll a critical miss when repairing, will the attacking unit take 1 pushing damage or just the target will suffer 1 pushing damage?

The target of the repair takes 1 pushing damage. The unit attempting the repair does not take damage.
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Captain
Posts: 1859
...still playing with toys...

Re: Rules questions

To further explain...
Some more stupid rules questions if you don't mind:
1). If I roll a critical hit against two targets, will each target suffer +1 damage or the total amount of damage will be increased by 1 and then divided among the targets?
Each target receives +1 damage.
So even if you assign 0 damage to a target, it will recieve 1. ( 0 damage + critical hit )

----------------------------------------
2). If I roll a critical miss when repairing, will the attacking unit take 1 pushing damage or just the target will suffer 1 pushing damage?
The target of the repair takes 1 pushing damage. The unit attempting the repair does not take damage.
Think of it as lossing a wrench in the Mech instead of replacing that damaged part....
You're OK, but the Mech you were trying the repair is now worse becuase of it..
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Master Sergeant
Posts: 280

Re: Rules questions

If my Mech has Heavy Armor, can I give it Reflective Armor gear?
If I can, when do I select which equipment will be used? Rules state they can't be used simultaneously, but Armor equipment isn't optional...
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Captain
Posts: 3041
Founding Member - Gaithersburg Turkish Prison Crew

Re: Rules questions

Since the armor isn't optional, the gear card overrides what's on the dial, so you'll have reflective instead of heavy armor.
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Lieutenant
Posts: 1057
ESOB at large

Re: Rules questions

You have that backwards, E.

Order of precedence for equipment:
non-optional equipment on the dial
non-optional equipment on the card
optional equipment on the dial
optional equipment on the card

(Obviously you can turn off any optional equipment to allow the other optional equipment to do it's thing.)
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Lieutenant
Posts: 1587
Your friendly neighborhood Periphery pirate!

Re: Rules questions

If my Mech has Heavy Armor, can I give it Reflective Armor gear?
If I can, when do I select which equipment will be used? Rules state they can't be used simultaneously, but Armor equipment isn't optional...

To further clarify cavingjan's answer, you will have to use the Heavy Armor on the dial until it disappears (and no other non-optional defense special equipment is on the dial), after which point the Reflective Armor from the card would apply.
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Captain
Posts: 3041
Founding Member - Gaithersburg Turkish Prison Crew

Re: Rules questions

You have that backwards, E.

Order of precedence for equipment:
non-optional equipment on the dial
non-optional equipment on the card
optional equipment on the dial
optional equipment on the card

(Obviously you can turn off any optional equipment to allow the other optional equipment to do it's thing.)
Huh, I could have sworn gear overrode the dial. I guess that's what we get for not being able to play more than 2 or 3 times a year for the past couple of years
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Master Sergeant
Posts: 241
Top Predator

Re: Rules questions

Huh, I could have sworn gear overrode the dial. I guess that's what we get for not being able to play more than 2 or 3 times a year for the past couple of years

To be fair, wantec, this wasn't as clearly stated in the RoW as I thought.  It's in the FAQ.
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Private
Posts: 42

Re: Rules questions

Another quick question on cards.

Player A assigns gear card SU optional equipment to his mech(ie. SU Evade).  It is not equipment which requires attack or action to activate, SO I take this to mean that unless the player states "turning off this eqipment" each time the mech does something where the equipment MIGHT be used (in the evade card case that would be whenever the mech moves above it's walking speed [the number shown on the dial] or is targeted by an opposing mech) then that player must deal one click of SU damage to his mech.

After numerous reviews of the RoW and FAQ my basis for this was that the rules infer that equipment is ALWAYS ON unless the player states otherwise before the situation where the equipment could be used is resolved (like the walking or targeting above).  One of my players disagrees, so I am taking my case online to get community feedback.

Am I right?

Play hard, have fun,
Hiram
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Lieutenant
Posts: 1587
Your friendly neighborhood Periphery pirate!

Re: Rules questions

You are correct. It is on until the player declares it off, and even then it is only considered off until the beginning of that player's next turn.

To further clarify, if Player A declares something like Evade off for his turn, it remains off for his opponent(s) turn(s) as well, only coming back on at the beginning of Player A's next turn. So in the case of Evade, it would not provide a +2 defensive bonus against ranged combat attacks during Player B's turn immediately following the turn in which Player A turned it off.

Hopefully that is clear enough.


EDIT: see following posts
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Private
Posts: 42

Re: Rules questions

So it must be turned off by the turn, not the action, got it.

Thanks for the timely assist.

Play hard, have fun,
Hiram
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Lieutenant
Posts: 1587
Your friendly neighborhood Periphery pirate!

Re: Rules questions

Well, no. It can be declared off at the time of the action, but it will remain off until the beginning of that player's next turn (it can't be turned back on in the meantime).

EDIT: Wrong.
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Lieutenant
Posts: 1057
ESOB at large

Re: Rules questions

To further clarify, if Player A declares something like Evade off for his turn, it remains off for his opponent(s) turn(s) as well, only coming back on at the beginning of Player A's next turn. So in the case of Evade, it would not provide a +2 defensive bonus against ranged combat attacks during Player B's turn immediately following the turn in which Player A turned it off.

This is incorrect. A turn is defined in the RoW as a single player's series of orders. It does not include any opponent's orders.

Getting back to the question on SU Evade: Each SE defines what the benefits are and when it is considered used. In the case of Evade, if a mech runs for 0 heat, a unit adds +2 to its defense for a RCA, or opts to breakaway on a 2+, it is considered to have used the SU Evade and must take a click of damage after the completion of the order. Please note that in a single order, Evade could be "used" multiple times but would still only take the single click of damage at the end of the order. (AKA breakaway easier with zero heat for the run would be considered only a single use and take a single click of push damage)
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Lieutenant
Posts: 1587
Your friendly neighborhood Periphery pirate!

Re: Rules questions

Ah, so it is. My mistake.

I seem to have confused it with turning it off during your opponent's turn, in which case it stays off until the next player's turn.

So if you turn Evade off when an opponent declares an attack on you, the Evade remains off for the rest of that opponent's turn.
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Lieutenant
Posts: 1057
ESOB at large

Re: Rules questions

Correct.
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Captain
Posts: 1859
...still playing with toys...

Re: Rules questions

More questions about that earlier question..
If it's off for the whole turn is it because it's Single Use?
--Or--
If it's not Single Use, can I declare I don't want to use it at one point in the turn and then use it later in the turn?
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Lieutenant
Posts: 1587
Your friendly neighborhood Periphery pirate!

Re: Rules questions

It's not a matter of single-use or not single-use, but a matter of whether or not it's optional special equipment.

Of course, non-optional special equipment can never be turned off, but optional special equipment that is turned off remains so until the next player's turn, whether it is single-use or not.
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Recruit
Posts: 6

Re: Rules questions

1). Can my transport embark & disembark in a single action? For instance, embark one TTL and disembark another?
2). Do I get +2 to attack for repairing if my repair unit is in base contact with target's rear arc?
3). My artillery placed markers on opponent's troops. On the next turn, he based the arty with his unit. Will the basing unit prevent the arty from firing?
4). I have SU Reactive armor and want to get one click of damage (some units have their stats increased after that). Can I use the ability if opponent is attacking with Energy weapon?

1)  If you read bottom of pg. 18 in ROW AOD version it clearly states "announce you are making an embark order" and the same line given on pg 19 for disembarking.  In other words, declare one as you give the order and that is what your transport may do in that order.  So the answer is no, you can not give a unit 2 separate orders at the same time.  It would be the same as saying I want to charge and DFA with the same move order.

2) No, if you go to your AOD SEC and flip to Repair gear.  The third sentence will state, "Ignore all non-heat effect close combat modifiers."  Now this eliminates ALL modifiers minus shutdown (heat effect modifier) and Point-Defense System (it is a replacement value NOT a modifier).  Unless it is one of those 2 it is a straight attack to defense compare.

3) On pg 24, paragraph 4 under Artillery Units, it reads, "In order to make an artillery attack, give the unit a range combat order.  The attacker may not be in base contact with an opposing unit."  At the INSTANT of the order, you are not in base contact and place the pogs.  That is your order.  Once you are based, you resolve at the start of your turn.  Since you are not giving an order to your unit, the restriction about base contact is not applicable. 

4) Okay on this one I REALLY don't want to dig through the many FAQs to find the right one and page #, however the above responses telling you that the answer is no are correct.  Sorry, that was a nice loop-hole you were trying to find.
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Warrant Officer
Posts: 630
Only the most dangerous can look this harmless.

Re: Rules questions

Quote from: Denelic
2) No, if you go to your AOD SEC and flip to Repair gear.  The third sentence will state, "Ignore all non-heat effect close combat modifiers."  Now this eliminates ALL modifiers minus shutdown (heat effect modifier) and Point-Defense System (it is a replacement value NOT a modifier).  Unless it is one of those 2 it is a straight attack to defense compare.

Sorry, but being shut down is not a Heat Effect Modifier.  Heat Effects modifiers can  be found only on the active unit that is actually making the repairs.  As such, it only applies to the value on the die roll for how much it can repair the target unit.

Because it is defined as a Replacement Value, Point Defense is currently the only known way to successfully alter the Target's defense while attempting a Repair.

GC
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Lieutenant
Posts: 1587
Your friendly neighborhood Periphery pirate!

Re: Rules questions

Sorry, but being shut down is not a Heat Effect Modifier.  Heat Effects modifiers can  be found only on the active unit that is actually making the repairs.

I disagree, as the special equipment text does not clarify that it applies only to the "attacker". I've always seen the -4 modifier for being shutdown treated as a heat effect modifier, being brought about by a failed heat roll and all. The modifier comes from status of the heat dial, so I don't see how an argument can be made for it not being a heat effect modifier.
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Lieutenant
Posts: 1057
ESOB at large

Re: Rules questions

Shutdown is not a heat modifier. A heat modifier is the numbers on the heat dial and not the status caused by a heat effect. This has been repeatedly confirmed by the rules arb and the designer (when we still had the WK forums).

Note: there is more than one way to shutdown and at least one of those ways does not involve heat or failed shutdown rolls.
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Warrant Officer
Posts: 630
Only the most dangerous can look this harmless.

Re: Rules questions

I disagree, as the special equipment text does not clarify that it applies only to the "attacker". I've always seen the -4 modifier for being shutdown treated as a heat effect modifier, being brought about by a failed heat roll and all. The modifier comes from status of the heat dial, so I don't see how an argument can be made for it not being a heat effect modifier.

There are ways to be shut down that does not require using the Heat Dial.  TSEMP is pretty obvious about it.  In addition, there is no situation that calls for the defender to check it's heat dial for modifiers of any kind.  

Quote from: REPAIR SEC
(optional) This unit may be given close combat orders, regardless of its type. Make a close combat attack targeting a friendly figure; neither this unit nor the target may be in base contact with an opposing figure. Ignore all non–heat effect close combat modifiers. If the attack succeeds, repair the target of damage equal to either this unit’s damage value or the result of one six-sided die.

Quote from: MODIFIERS
Combat values may be altered during the game. Numbers that alter combat values are called modifiers. A modifier can be either positive or negative, adding to or subtracting from the value to which it is applied. Special equipment, combat enhancement cards, and terrain are among the game effects that can modify combat values.

Quote from: REPLACEMENT VALUES
Some game effects tell you to use a specific value in place of a combat value, such as when one value “becomes” or is used “instead of” another value; this new value is a replacement value. The original combat value does not apply while the replacement value applies.

Quote from: REPAIRING DAMAGE
The Repair special equipment allows you to repair a unit of damage. When a unit is repaired of damage, turn its combat dial once counterclockwise for each 1 damage repaired; never turn past a unit’s starting marker.

Always apply this repair 1 damage at a time; you must stop repairing a unit of damage if a black repair marker (black arrow) shows on its combat dial, even if more damage could be repaired. If a unit has a black repair marker showing on its combat dial, it cannot be repaired.
Attack types. There are three attack types: crosshairs, triage, and wrench. Attack types come into play only when repairing units of damage; see the Repair special equipment on the SEC.

Quote from: GAINING HEAT
 As it gains or loses heat, numbers or colored squares might appear on its heat dial. These numbers and squares are called heat effects.  You can find descriptions of all heat effects on the SEC. If a ’Mech’s heat dial shows a number or heat effect in a location corresponding to its primary damage value, secondary damage value, or speed value, that combat value is affected by that heat effect or modified by that number.

As you can see, the Heat Effects only apply to the active unit receiving the Order and only affect the Damage and Speed Values.  

Quote from: Glossary
heat effects: Modifiers to a ’Mech’s combat values that arise from it gaining or losing heat. Heat effects might require rolls that further affect special equipment and unit performance. Heat effects are printed on a ’Mech’s heat dial.

GC
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Lieutenant
Posts: 1587
Your friendly neighborhood Periphery pirate!

Re: Rules questions

Touché.

I withdraw my objection; I've seen it ruled incorrectly all too often, it seems.
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Master Sergeant
Posts: 280

Re: Rules questions

1. Can a unit that's based by opponent shoot at another enemy unit that has another friendly unit in base contact? In other words, can Called-Shot modifier be combined with Friendly-Fire modifier? The rules state: "If an attacker is not in base contact with any opposing units, it may target an opposing unit that is in base contact with units friendly to the attacker." Does that mean that a Mech based by Scout ATV squad cannot target opposing nearly-destroyed Mech if the latter bases some opposing unit at all? I've always thought that targeting is possible, but with both modifiers.
2. My unit, which is in base contact with opposing unit, targets it with a ranged attack. The target is also in base contact with another my unit, so my opponent claims Friendly-Fire modifier. Is he right?
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Master Sergeant
Posts: 240

Re: Rules questions

1)  ...... (snip) ......




Um, my only concern here is, why are we dragging something up that is 11 months old and definitively answered?



1. Can a unit that's based by opponent shoot at another enemy unit that has another friendly unit in base contact? In other words, can Called-Shot modifier be combined with Friendly-Fire modifier? The rules state: "If an attacker is not in base contact with any opposing units, it may target an opposing unit that is in base contact with units friendly to the attacker." Does that mean that a Mech based by Scout ATV squad cannot target opposing nearly-destroyed Mech if the latter bases some opposing unit at all? I've always thought that targeting is possible, but with both modifiers.
2. My unit, which is in base contact with opposing unit, targets it with a ranged attack. The target is also in base contact with another my unit, so my opponent claims Friendly-Fire modifier. Is he right?

Friendly Fire and Called Shot are mutually exclusive. You cannot attack out of base and into base contact on a single order, special abilities aside.

on the second question: Pg24 of the RoW
Quote
Called-shot modifier. If an attacker, which is in base contact with one or more opposing units, targets an opposing unit with which it is not in base contact, the target gets +2 to its defense value; this is the called-shot modifier.

Quote
Friendly fire modifier. If an attacker is not in base contact with any opposing units, it may target an opposing unit that is in base contact with units friendly to the attacker. The target gets +2 to its defense value; this is the friendly fire modifier. If the target is a ’Mech, it gets +1 to its defense value instead.

If your target is in base with the attacking unit and the target is based by a friendly unit, neither rule would apply, I have underlined why in the quoted sections.



WQ
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Master Sergeant
Posts: 280

Re: Rules questions

Are there gear cards that require Quad Mechs or non-Quad Mechs? One of my players thinks that  VG-G-162 Evade (Single Use) cannot be used on Quads, since there is only Mech symbol, and no Quad Mech symbol.
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