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1 hour ago, Machine God said:

Not to play Devil's Advocate (please excuse the pun) but Ang'Kal has Fear(3), does this mean another attack against Squad Cohesion?

 

 

 

If he manages to fully materialise, then yes. At the moment, he's not quite through yet...

 

2 hours ago, Lysimachus said:

 

 

If he manages to fully materialise, then yes. At the moment, he's not quite through yet...

 

At which point a little bit of choesion damage is probably hte least of our worries.

Firstly, derp I completely forgot to include the rolled Wounds from the fight at the main gate, I'll go back through and add that in. Thanks @Necronaut!

 

 

 

Secondly, am I understanding the use of the Manoeuvre Action properly? I wasn't sure when Ikka used it, so I just let it go, but is that a viable way to use it?

 

Engagement range is 2m, so if you can push the enemy 1m you can move them out to 3m, and therefore end engagement and free yourself to fire ranged weapons.

 

But if you were only 1m away from your opponent (or even in base-to-base contact, to use a 40k term), you wouldn't be able to move them far enough away to be outside 2m engagement.

 

So how do you know how far you are from an opponent?

 

My gut feeling is that when you Charge, you get into base-to-base if you can and therefore the standard distance for CC is 0m, but if you can't quite reach you're allowed as long as you are within 2m? (But possibly that is regular 40k thinking rather than FFG?)

 

One for our errata, perhaps?

 

 

Honestly I needed something to do with my other half action and a shove/manoeuvre action into the churning blood pool seemed as useful as anything to do (plus it was somewhat cinematic, at least in my head; YMMV). Any chance of the pool being considered difficult terrain? :devil:

Edited by Necronaut

Manoeuvre is an Opposed WS Test, not just a successful Test. The Bloodletter gets a chance to resist you. Further, you can't push it into a solid object or other character - I am assuming dropping them off a ledge is different - but I was looking at Grapple, and it has 'push' which is different.

 

For discussions on melee engagement, there's an argumant to be had that within 2m is a threat control range, and actual melee happens within 3 feet (1m).

 

A good example of Manoeuvre as I understand it is this:

 

 

Observe at 1:02 - 1:05, where Luke menaces Vader with his saber. He moves Darth backwards, pushing him out to extreme threat range for his weapon and giving himself space.

 

An interesting observation: if you play 1m = Melee it could potentially mean pushing interest into close-combat attacks and making more tactical, technical play viable - for example - if you menace someone to outside of 1m, you don't end the combat (you're in threat range but not 'in measure' which is a HEMA term meaning your sword can hit your opponent) but they then have to spend Half an Action to get toe-to-toe and use their attack. This also means Manoeuvre can be an antidote to Multiple Attacks, and would favour the swordsman with high WS who is technically competent, especially combined with Feint, and Counter-Attack.

 

Attacks Of Opportunity, Charge, and other standard attacks that are allowed at 2m would be unaffected, as in the first instance, you're fleeing, secondly, you're closing, and thirdly, the weapon or rule is Flexible or some such.

 

Edited by Mazer Rackham

Hmm, interesting…

 

@Necronaut of course, in this situation it's much more important, as if you can't manoeuvre the BL away to a distance of more than 2m, Gerhardt is still engaged with it, and therefore can't make ranged attacks (except with a Pistol) so can't shoot the UBGL…?

 

Ha, even if it was Difficult Terrain, I'm sure all Khornate daemons get a rule where they don't slip on blood?

 

 

@Mazer Rackham Good point on it being Opposed. It's a very interesting idea of specifying 1m as in CC, 2m as Engaged. Again, I'm not sure what that would mean for the current situation as far as being able to use it to escape combat and then fire a ranged weapon at another target?

 

It slightly feels like a way to use Disengage, but only having to use a Half Action to do it, which just doesn't sit quite right with me?

 

5 minutes ago, Lysimachus said:

@Mazer Rackham Good point on it being Opposed. It's a very interesting idea of specifying 1m as in CC, 2m as Engaged. Again, I'm not sure what that would mean for the current situation as far as being able to use it to escape combat and then fire a ranged weapon at another target?

 

It slightly feels like a way to use Disengage, but only having to use a Half Action to do it, which just doesn't sit quite right with me?

 

Disengage as a half-action is allowed by a successful Acrobatics Test, but the rules for combat state that only Disengage can actually 'disengage' without incurring an AOO, (anything else is counted as 'fleeing') - even if your Opponent is Stunned, they still get an AOO in melee if you bug out.

 

Although, considering I'm ninja-flipping everywhere, and the situation is kinda crazy, it is kind of a no-holds-barred end scene of desperation and nervous sweating :biggrin:.

 

I'll sling the ideas into the FAQ thread, and we can refine them there further.

1 hour ago, Necronaut said:

Honestly I needed something to do with my other half action and a shove/manoeuvre action into the churning blood pool seemed as useful as anything to do (plus it was somewhat cinematic, at least in my head; YMMV). Any chance of the pool being considered difficult terrain? :devil:

 

How would a pool of blood be difficult terrain to a Bloodletter?

 

 

@Machine God It shouldn't/wouldn't be, but it never hurts to ask. :wink:

 

@Lysimachus would an (untrained) acrobatics test coupled with firing off the old jump pack prior to blasting away with the grenade launcher be more palatable to you as the GM, per what @Mazer Rackham alluded to above? Happy to edit my post to do something that falls more in line with the RAW/RAI, and/or is easier to adjudicate.

Edited by Necronaut

 

27 minutes ago, Necronaut said:

@Lysimachus would an (untrained) acrobatics test coupled with firing off the old jump pack prior to blasting away with the grenade launcher be more palatable to you as the GM, per what @Mazer Rackham alluded to above? Happy to edit my post to do something that falls more in line with the RAW/RAI, and/or is easier to adjudicate.

 

 

Ok, for simplicity roll us an Acrobatics test. If it's failed, the BL gets to make an opportunity Attack (which can be dodged/parried as normal). If it's passed, no Attack. Either way you still get to fire your launcher. Fair enough?

 

Edited by Lysimachus
45 minutes ago, Lysimachus said:

 

 

 

Ok, for simplicity roll us an Acrobatics test. If it's failed, the BL gets to make an opportunity Attack (which can be dodged/parried as normal). If it's passed, no Attack. Either way you still get to fire your launcher. Fair enough?

 

 

By your will, my liege! So shall it be!

Thats right.

 

NE Cistern is destroyed

SW Brazier is destroyed

 

SE and SW Cisterns are damaged, but not destroyed yet

 

Rest haven't been hit yet (though Alda is in place to start cutting the chains for the NW Brazier)

 

Well, it is the big finale, after all...?

 

 

Hang on, I'm just going to do something that should technically make your task a little easier...

 

 

I had such plans for him...such explosive plans...

 

Anyhoo, we return to our normal programming with 'Plink-My-Brazier'.

 

....Get your minds out of the gutter.

@Lysimachus, are there any buffs or penalties to hitting the chain now that Alda is standign right next to one? 

 

So there is a our sequal hook, The Hunt for Orochi, coming sometime ... maybe. 

 

Also Alda is at [18/21] instead of [17/20] 

Edited by Trokair
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