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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Tue Jul 10, 2007 3:07 pm GMT Post subject: Checking a few things |
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Howdy,
I'm re-familiarizing myself with the rules and have tripped over a couple of odd things. I'm pretty sure I have a handle on them but would like confirmation.
Some may seem to be dumb questions. Apologies. Like I said, I'm just double-checking.
1) Ferry: (Firewalking, Teleport, a Cantriped Path) since it's a Special SAI, a ferried (or pathed) unit would *not* be able to contribute its normal results to the army's roll, yes?
2) Charm: when it goes off, are the chosen opposing unit(s) rolled and counted with the attacking army, or are the units chosen after the opposing army makes its save roll? Since Charm is Special, not Delayed, it would seem to be the former.
3) Counter vs. Open Grave: Since magical saves reduce damage from Counter's "bite back", any units killed by such damage would go to the reserves, right?
...
Of course. Never mind that one. I just re-read the "Stoneskin rule."
4) Gore: If a common unit is targeted with Gore, is it doomed unless it finds a way to save against *both* points of damage? The rules say: "Gore inflicts two points of damage on the target unit, which must generate saves against this damage or be killed and buried." Must it save against all the damage? I pondered this but decided instead to avoid the headache and nail an uncommon.
5) Burial resistance vs. kill-and-bury effects (Gore, Flame): An Undead unit targeted by such an effect could use its burial resistance to end up in the DUA instead of the BUA, yes?
6) Ashes to Ashes vs. Dust to Dust: They function exactly the same, yes? For some reason I was thinking A2A didn't target specific units.
7) Evil Eye vs. maneuvers-as-saves ability: Not very effective, is it? Evil Eye subtracts saves, not maneuvers, even if said maneuvers will eventually be counted as saves. (subtract, divide, multiply, racial abilities [we don't say "convert" any more] add)
Palsy, however, would suck away those pesky maneuvers, yes?
Thanks for the help.
I'll have more questions as they indubitably arise.
-John |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Tue Jul 10, 2007 3:58 pm GMT Post subject: Re: Checking a few things |
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| jmonnett wrote: | | 1) Ferry: (Firewalking, Teleport, a Cantriped Path) since it's a Special SAI, a ferried (or pathed) unit would *not* be able to contribute its normal results to the army's roll, yes? | Any unit that moves away before normal results are final, does not contribute to those normal results. Likewise, any unit that is moved into the army before normal results are final, is rolled and it's results are added to the army results.
| jmonnett wrote: | | 2) Charm: when it goes off, are the chosen opposing unit(s) rolled and counted with the attacking army, or are the units chosen after the opposing army makes its save roll? Since Charm is Special, not Delayed, it would seem to be the former. | They are rolled with the attacking army and counted as part of the attacking army's results. They are put to the side until after the defending army's save roll is finalized.
| jmonnett wrote: | 3) Counter vs. Open Grave: Since magical saves reduce damage from Counter's "bite back", any units killed by such damage would go to the reserves, right?
...
Of course. Never mind that one. I just re-read the "Stoneskin rule."  | Glad that ones clear....
| jmonnett wrote: | | 4) Gore: If a common unit is targeted with Gore, is it doomed unless it finds a way to save against *both* points of damage? The rules say: "Gore inflicts two points of damage on the target unit, which must generate saves against this damage or be killed and buried." Must it save against all the damage? I pondered this but decided instead to avoid the headache and nail an uncommon. | Yes it must somehow come up with 2 points of save in order to avoid being killed and buried. Anytime the SAI description lists x points of damage, that's how much it needs to save against. If it simply says something along the lines of "generate a save or be killed", then any amount of saves will save it.
| jmonnett wrote: | | 5) Burial resistance vs. kill-and-bury effects (Gore, Flame): An Undead unit targeted by such an effect could use its burial resistance to end up in the DUA instead of the BUA, yes? | Anytime an Undead or a Phoenix is going to be buried, it gets to roll to save against it.
| jmonnett wrote: | | 6) Ashes to Ashes vs. Dust to Dust: They function exactly the same, yes? For some reason I was thinking A2A didn't target specific units. | Other than the magic cost, they operate exactly the same.
| jmonnett wrote: | 7) Evil Eye vs. maneuvers-as-saves ability: Not very effective, is it? Evil Eye subtracts saves, not maneuvers, even if said maneuvers will eventually be counted as saves. (subtract, divide, multiply, racial abilities [we don't say "convert" any more] add)
Palsy, however, would suck away those pesky maneuvers, yes? | If it's a simple save roll, then neither Evil Eye or Palsy will affect maneuvers-as-saves. In both cases, it can only subtract from the results being rolled, i.e. saves. However, a Transmute Rock to Mud (or the like) would affect maneuvers-as-saves, since it always subtracts maneuvers. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Wed Jul 11, 2007 2:09 pm GMT Post subject: Re: Checking a few things |
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First, thank you for confirming that I more-or-less know what I'm doing.
| chuckpint wrote: | | jmonnett wrote: | 7) Evil Eye vs. maneuvers-as-saves ability: Not very effective, is it? Evil Eye subtracts saves, not maneuvers, even if said maneuvers will eventually be counted as saves. (subtract, divide, multiply, racial abilities [we don't say "convert" any more] add)
Palsy, however, would suck away those pesky maneuvers, yes? | If it's a simple save roll, then neither Evil Eye or Palsy will affect maneuvers-as-saves. In both cases, it can only subtract from the results being rolled, i.e. saves. However, a Transmute Rock to Mud (or the like) would affect maneuvers-as-saves, since it always subtracts maneuvers. |
That makes sense and was what I figured it would be, since one only counts results for which one is rolling.
However, the example on page 36 of the rules disagrees. Hence the confusion.
In the example, a Coral Elf army at a coastland is affected by a litany of spells and hit with a missile attack. The relevant part says:
"First, it must subtract 6 maneuvers because of the Transmute Rock to Mud spell. Next it must subtract two results because of the Ash Storm spells. The player chooses to subtract one maneuver result and one save result. This leaves ...*"
So unless I'm mistaken this example is wrong at this point. The Ash Storms (or Palsys or similar) would subtract save results and *only* save results if the army is simply saving vs. a missile or melee attack.
The example would, of course, be legit if the army were being attacked by a dragon. Or would it? Come to think of it, probably not, since an army is looking for saves, melee and missile results when facing a dragon, not (normally) maneuvers. Only in some roll where both saves and maneuvers are relevant (baring racial abilities) could one Ash Storm eliminate a maneuver and the other a save.
Is this right or did I miss something?
-John
*(results that suggest the player either isn't aware of how rounding works in DD or enjoys being inefficient. -ed) |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Wed Jul 11, 2007 2:47 pm GMT Post subject: |
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Oops, that's an old example, and it didn't get caught with the rules update. The Ash Storm would only subtract from the save results. The author of the example was doing it that way to deliberately show how rounding will affect your results. I'll have to issue an official errata for that one. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Wed Jul 11, 2007 2:51 pm GMT Post subject: |
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Wouldn't the maneuver results be counted against the ash storm because of racial ability? (Coral elves count maneuvers as saves at a coastland)
otherwise I don't think they would be counted at all. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Wed Jul 11, 2007 2:56 pm GMT Post subject: |
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No Jim. The example is one where an army is rolling for saves. So any spells that subtract have to subtract from pure save results because the maneuvers are not converted to saves until a later step. Transmute Rock to Mud always subtracts from the maneuver results so it affects the final results. If there was a Blizzard in place as well, melee results would still be halved, but since melee results don't contribute to the final results, you would just ignore it. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Mon Jul 16, 2007 10:30 am GMT Post subject: |
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Another thing to check:
Group monster IDs vs. Confuse: The timing of a group monster's re-roll isn't explicitly stated. It's ID is not an SAI, per se. Confuse kicks in before unique or special resolution SAIs, which means after instant resolution SAIs. All of the re-rolling SAIs (Rend, Tail, Stun, Double Strike, Flurry, Summon Dragon) are instant, so it stands to reason this is where a group monster's ID would go as well.
Thus, Confuse and other "I don't like that result so roll it again" effects cannot work their mojo on group monster IDs.
Is this correct?
Pertinent example: Dwarves attack Scalders and get a Confuse. On the save roll, Will-o-Wisps gets ID. After some consultation, they re-roll and come up with Fly. Now *that* result is fair game, so the dwarves tell the 'Wisps they're Confused and force them to re-roll. They come up with magic. Happy dwarves.
Is that is the way it works?
Thanks,
-John |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Mon Jul 16, 2007 10:54 am GMT Post subject: |
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Take a look at this thread:
http://sfr-inc.com/bb/viewtopic.php?t=1106&postdays=0&postorder=asc&start=44
Basically, with Confuse, all the unit's results are lost. It starts over. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Tue Jul 17, 2007 9:29 am GMT Post subject: |
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| chuckpint wrote: |
Basically, with Confuse, all the unit's results are lost. It starts over. |
OK.
Then why doesn't Flashfire work that way? Or does it these days?
Wait, let me check... Never mind. Another look of the rules shows very clever wording to make it work the way it does: "... one unit...whose last roll as not been finalized may be rolled again." Rolling again via a re-rolling SAI or group monster ID is finalizing that SAI or ID result.* Stands to reason, too: Flashfire is a "friendly" spell, Confuse is an "unfriendly" SAI.
What is not immediately clear in the rules is that Flashfire goes off before Confuse.
Confuse with group monsters also represents the one time that a unit's "remembered" results have to be "forgotten." Normally when a die is re-rolled, the previous results are in the vault and can't be undone.*
Is there another set of circumstances when this is the case?
-John
*unless, of course, I'm mistaken. But I'm posting in the first place so that I may correct that. |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Tue Jul 17, 2007 11:35 am GMT Post subject: |
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| Quote: | | What is not immediately clear in the rules is that Flashfire goes off before Confuse. |
That's true. Basically, anything that causes rerolling effects gets lumped into the Instant SAI resolution phase. First you apply any Instant SAI you rolled and Group Monster IDs, then you apply Galeforce's effect (if you have Galeforce on your army and you rolled some Fly SAIs), then you apply any Flashfires you may have. Once all that is done, your opponent applies their Delayed resolution SAIs (Confuse, Choke, Decapitate, Impale).
| Quote: | Confuse with group monsters also represents the one time that a unit's "remembered" results have to be "forgotten." Normally when a die is re-rolled, the previous results are in the vault and can't be undone.*
Is there another set of circumstances when this is the case? |
There aren't too many rerolling effects in the game: Instant SAI, Group Monster IDs, Galeforce, Confuse, and Flashfire. Of those, Confuse forces a unit to "forget" all its previous roll results, and Galeforce forces a unit to "forget" all of its Fly results. |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Wed Jul 18, 2007 9:57 am GMT Post subject: |
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Another dumb question. Probably because I missed something somewhere and haven't bothered to search the forum.
SAIs vs. halving effects: when determining the total to be halved, are SAI results counted as part of the total?
Example: an army rolling for magic under Dancing Lights rolls 4 points of Cantrip, 4 points of IDs and 4 points of regular magic icons. Do the lights negate 4 or 6 points of magic results? That is, would the army only loose the normal magic or would they loose 2 points of IDs as well? Is the total subject to halving 8 or 12?
(Many ways to ask the same question. Sorry.)
Dancing Lights says: "...halve the target army's missile and magic results."
Is that overall results, including SAIs, or only ID + regular icon results?
The other halving effects are worded similarly.
SAIs are not halved themselves, of course, so if they rolled 4 Cantrips and 2 IDs they'd loose both IDs at most.
I've always been a little fuzzy about this and the current rule book doesn't shed any light on the subject. None of the examples use a halving effect with a mixed SAI and normal icon roll. (or I missed it if they do)
I remember hearing one essentially sets aside SAIs while subtracting and dividing and pretends they're not there. Is this still the case and if so how might one be able to prove it?
-John |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Wed Jul 18, 2007 10:26 am GMT Post subject: |
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| Starter Rules book page 77 wrote: | | What is important to note is any result (normal or special) generated by an SAI, cannot be modified by spells, other SAIs or dragon breath. |
Since SAIs cannot be modified, they are not counted up when determining the number of results to get rid of as a result of halving.
Per your example of 4 points of Cantrip and 8 points of other magic results: the Dancing Lights can only be applied to the 8 points of normal magic icons and ID icons. So, the Dancing Lights halves the normal results down to four. Next, add in the Cantrip for a total of 8 magic results. |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Wed Jul 18, 2007 10:37 am GMT Post subject: |
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Not to add any confusion....
but when deciding on halving magic...
if you have regular magic results and IDs,
you must decide which magic results you will halve,
meaning that if you choose an ID (that could be doubled), over a normal magic result,
you will have less magic after the doubling is applied.
I hope I said that correctly.  |
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Wed Jul 18, 2007 11:42 am GMT Post subject: |
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I think you said it correctly, but let me restate it a different way.
When counting magic an ID is counted as its health value. ie don't double it.
after you halve it, THEN you double the id.
So yes, you are correct. If you have two adepts, one who rolled a magic icons and one that rolled an ID and you have to halve magic, you BETTER pick the magic icon or your oppoent will laugh at you (because you can then double the ID and you can't double the magic icon) |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Wed Jul 18, 2007 1:09 pm GMT Post subject: |
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| piMaster wrote: | | Starter Rules book page 77 wrote: | | What is important to note is any result (normal or special) generated by an SAI, cannot be modified by spells, other SAIs or dragon breath. |
Since SAIs cannot be modified, they are not counted up when determining the number of results to get rid of as a result of halving. |
OK. That's what I figured.
My confusion, though, comes from thinking that "[SAIs] are not counted up when determining the number of results to get rid of as a result of halving" does not necessarily follow "SAIs cannot be modified."
Since a halving effect looks at a result total, rather than just lopping x results off the top, it's not clear that SAI results should not be included in that total.
They can't be subjected to the halving, of course, but it is possible to conclude that all regular results could be eliminated due to halving if there are enough SAI results. ("I have 8 Cantrips and 4 regular magic. That's 12. Half of that is six, but the SAI's can't be halved, so the 'Lights eat the regular results and I'm left with the 8 'trips.")
(yes, I know that's wrong, I'm just providing an example of the [incorrect] thinking here)
Considering how exhaustive the rules are, I find it interesting (and mildly frustrating) that this is neither explicitly stated, nor illustrated with a halving-with-SAIs example.
-John |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Wed Jul 18, 2007 3:30 pm GMT Post subject: |
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There are several examples. Take a look in the section "Special Action Icons – General Information". _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Thu Jul 19, 2007 8:22 am GMT Post subject: |
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| chuckpint wrote: | | There are several examples. Take a look in the section "Special Action Icons – General Information". |
Let's see... pages 77 and 78, right? ...Bullseye, Smite, Rock to Mud, Palsy, doubling, doubling, Frostwing magic negation. Nope, no halving examples. All subtraction or doubling.
Could you please point me to a page that has a halving example?
-John |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Thu Jul 19, 2007 8:52 am GMT Post subject: |
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If you do a search for the word "Before" in the rules...
you will find explanations of the what order and how to apply them,
these are like examples....
I hope that helped |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Mon Jul 23, 2007 1:42 pm GMT Post subject: |
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| Jim Rayborn wrote: | If you do a search for the word "Before" in the rules...
you will find explanations of the what order and how to apply them,
these are like examples....
I hope that helped |
Thanks for the suggestion, but this helped not one bit. The confusion would not come from the timing of an effect. It comes from whether "results" means "all results" or just "non-SAI results."
Now, I do not dispute that SAIs are not counted when a halving effect is applied. I am just disappointed that, given the otherwise outstanding thorough nature of the rules, this circumstance is neither specifically addressed nor illustrated with an example, leaving it vulnerable to incorrect interpretation.
-John |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Tue Jul 24, 2007 9:04 am GMT Post subject: |
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New Question!
Replanting vs. staying put: May Treefolk units replant if no maneuver attempt is made, such as when they control an 8th face?
I would expect so, and this may have been addressed before, but, like it says, I'm just checking.
-John |
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