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Post by darthporkchop on Nov 30, 2015 17:10:05 GMT -6
In MtG the CCG, the timing of spells and abilities is pretty much the same, they just come from different places. This leads me to believe that this game would be the same. That would mean that squad abilities can only be played before Action 3 and after Action 4. Does anyone know for sure if that is the case? I couldn't find it in the rule book.
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Post by Targanth on Nov 30, 2015 20:02:42 GMT -6
I don't think that a blanket statement will cover this. It really depends on the specific Squad and specific ability. Lets say I have activated my Pummelroot Elementals. I move all 3 of my Pummelroots, and all three of them are now in position to make an attack. Action 3 is complete. The first Pummelroot attacks and destroys the figure it attacked and has 1 additional damage to assign to an adjacent figure. That damage is assigned before the second Pummelroot makes its attack. So in that case, the ability is activated DURING the attack in action 4. However, the Leyline Phantoms works differently. As I move my first Phantom during action 3, I can walk through another creature. My second one and third one may also use the ability. Action 4 has not started. But then there are the Restless Zombies. Their ability does not even happen when they are activated as a squad, it happens when they are all in the graveyard and Liliana is activated to take a turn. And then the Rhox Veterans. Battle Formation does nothing when they are activated, rather is comes in to effect on the opponents turn. Now a side-bar to both TRAMPLE and BATTLE FORMATION. (I'm wondering if this may actually cover why the question came up). A1_A2_A3 _B1_B2_B3 For Trample, imagine a row of three Pummelroots lined up single file with a row of Restless Zombies adjacent to it. Suppose Pummelroot A2 attacks first, and chooses to attack Zombie B1. On its roll it gets 4 and the Zombie rolls 0 meaning B1 is dead. Pummelroot A1 no longer has an opponent to attack when it comes to its turn. A better choice is to first attack with A1 against B1, because if B1 is defeated, A2 still might have an opportunity to attack. However, if trample works, then Zombie B2 may also be dead. So probably the best choice is to first have A3 attack B3. That means that A2 will always be able to make an attack. However, with lucky dice, all the zombies might be dead before A1 get a chance to attack a Zombie. For Battle Formation, a similar effect can happen. In the example, B2 gets +2 (for B1 and B3). However, since B1 only gets +1 I would attack it first. If I defeat it, then B2 is down to +1 . If I also defeat it, then B3 gets no bonus.
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Post by darthporkchop on Dec 1, 2015 8:09:41 GMT -6
Targanth,
I guess I should have been more specific. I was talking mainly about "activated" squad/walker ablilites, not "triggered abilities." I don't see the terms "activated" or "triggered" in the rule book, but the would seem to carry over pretty well from the card game. My question concerns specifically abilities like Liliana's Snuff Out or Chandra's Super Heated. They play more like a spell card than something that occurs as a result of some other game event. For this reason, I feel like these player-activated abilities would share the timing of a spell card.
To be precise, I'm asking if you agree with these statements: 1. I can not move, active Chandra's Super Heated, then attack. 2. I can not move a squad, attack with one squad figure, activate that squad's ability, then attack with another figure from that squad. (This limitation wouldn't apply to triggered/static abilities, such as trample.)
Sorry, I'm kind of a rules nerd. Many years of the MtG card game and countless kitchen table arguments have made me want cut and dry rules so that I know exactly how to use them to my advantage!
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Post by Targanth on Dec 1, 2015 12:13:40 GMT -6
There is a FAQ from Hasbro / WOTC that has this information in it. This may be more what you're looking for. Page 7 says, “You can only use activated abilities from the army card you chose.” Please, give a definitive list of the activated abilities currently in the game. ARENA OF THE PLANESWALKERS Gideon Jura, Combat Mage -- Avatar of Justice - Static -- Counter Strike - Triggered Rhox Veterans --Battle Formations - Static --Trample - Triggered Kor Soldiers -- Detain - Triggered Jace Beleren -- Focused Thoughts - Activated -- Mind Stealer - Triggered Illusionary Projections -- Collective Knowledge - Triggered -- Illusionary Deception - Triggered Leyline Phantoms -- Phantom Walk - Static Nissa Revane, -- Keen Sight - Static -- Sprint - Triggered Elf Rangers -- Squad Sprint - Triggered Pummelroot Elementals -- Trample - Triggered Chandra Nalaar, Pyromancer -- Double Attack - Triggered -- Super Heated - Activated Blazing Firecats -- Haste - Triggered -- Intense Strike - Triggered Flamewing Phoenixes -- Flying - Static -- Rebirth - Triggered Liliana Vess, Necromancer -- Zombie - Static -- Snuff Out - Activated Restless Zombies -- Darkness Arises - Triggered Blighted Reavers --Necrotic Stench - Static Question 2) 2) When can activated abilities be used? (i.e., before moving the selected figure, in the middle of movement, after moving a figure but before attacking, between attacks, after attacking, etc.) You can use activated abilities almost anytime: before moving, after moving and before attacking, after attacking. You cannot use activated abilities in the middle of a move or in the middle of combat.
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Post by darthporkchop on Dec 1, 2015 12:36:45 GMT -6
Great info. I have not seen that FAQ yet. I'm checking it out now.
Targanth comes through again, thanks!
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