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> Deadzone - FAQ's & Easy reference sheets, Fantastic for teaching the game.
Wombats
post Mar 19 2014, 08:46 PM
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Here is Jake's regularly updated FAQ for Deadzone.
DeadzoneFAQ
Do give it a read, it really puts the cherry on top.
I got a lot out of despite having played 20+ games and followed Jake's posts since alpha testing.

Bit confused looking up what Actions do, Equipment and various Abilities?
This is a fantastic reference sheet made by Peter:
Deadzone Reference Sheet <--will make new players 100% more aware of what the hell is going on.
Aaaand the other half including some as yet unprinted rules like Crew Served Weapons:
Deadzone Reference Sheet - Nexus Pi
If these links break please PM me.

Next wave of releases in June 2014

Feel free to ask questions in the thread that come up as you learn to play, this thread is half-assed atm.
If someone feels inspired to do a synopsis on each faction and steal a piccy from the Mantic site for each you will save me an evening fiddling.

This post has been edited by Wombats: May 28 2014, 10:01 PM


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Wombats
post Mar 20 2014, 11:04 PM
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This is a bit lame for stickying yet.

Feel free to add questions or propose changes.

Not as easy to sum up as Kings of War, feels more like an FAQ.

May be better as a bunch of links to Quirkworthy and the Word of Jake.


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Neal b
post Mar 31 2014, 08:47 PM
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In all the games I have played so far, I have essentially been tabled. I have been mainly using marauders, even go the point of net-listing my most recent list. I really sw to struggle getting a strategy together from the start of the game. My forte must be in league play then. Right?

Commando Captain
Ripper Suit "Mauler"
Commando (1 ammo)
Commando
Commando
Goblin Sniper
Pyro (1 Ammo)
Mawbeast
Mawbeast Bomber

The idea of the list is:
Sniper gives covering fire
Mawbeasts run forward on the flanks to sheepdog other forces into the centre
Commandos blaze away or support melee where it happens
Mauler does the dirty work of scratching baddies up.

Of course this is all regardless of what the opponent does, and we all know what happens to best laid plans upon contact with the enemy.

Any feedback on the list or general use of marauders would be greatly appreciated before I turn to the poster boy enforcers overthrow toys out of the pram (only kidding as I love the game)
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post Mar 31 2014, 08:54 PM
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I haven't layed with the orx yet, but I was under the impression that the Ripper Suit Rain Maker was basically A suppression machine. I've found even with the Plague, which are basically a melee faction, suppression plays a big part in winning. I would have thought the Rain Maker would have been a show in?
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neil
post Mar 31 2014, 09:26 PM
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QUOTE(Neal b @ Mar 31 2014, 08:17 PM) *

In all the games I have played so far, I have essentially been tabled. I have been mainly using marauders, even go the point of net-listing my most recent list. I really sw to struggle getting a strategy together from the start of the game. My forte must be in league play then. Right?

Commando Captain
Ripper Suit "Mauler"
Commando (1 ammo)
Commando
Commando
Goblin Sniper
Pyro (1 Ammo)
Mawbeast
Mawbeast Bomber

The idea of the list is:
Sniper gives covering fire
Mawbeasts run forward on the flanks to sheepdog other forces into the centre
Commandos blaze away or support melee where it happens
Mauler does the dirty work of scratching baddies up.

Of course this is all regardless of what the opponent does, and we all know what happens to best laid plans upon contact with the enemy.

Any feedback on the list or general use of marauders would be greatly appreciated before I turn to the poster boy enforcers overthrow toys out of the pram (only kidding as I love the game)


The Marauder faction is basically Rainmakers and (especially) Mawbeasts (but not the bombers).

Take four mawbeasts and at least one rainmaker.

Don't take a Pyro they're terrible.

Marauders is the strongest faction not close by the way.


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Wombats
post Apr 1 2014, 09:08 PM
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You needed a couple of Rainmakers last game.

Your dogs can beat up just about anything if it is Suppressed when they run in. Dogs should hang around your Ripper if possible, Knockback into dogs is funny.

Even if I can keep them suppressed it means I'm not going to be be hitting Pinned and Suppressed people in Fights and doubling.

I'd suggest something like this:

Ripper Suit
2 x Rainmakers
Fill out with Mawbeasts and Commandos
Take change in Extra Ammo so your Commandos are rolling 6 dice on the first turn to Blaze Away.

The Snipers don't provide covering fire as they don't make people duck.
They are for shooting things knocked out into the open by Frags, preferably. It is a nice answer to Steadfast. You need to be prepared to
Command or Move them into position if you want to get the most out of them...would rather use both of those to keep Suits moving and firing.
I would not take them on a non-kill mission.

See how I was Blaze Awaying into Fights and then charging my own guy in? Your dogs can kill anything but a Stage 1A like that, they should be behind blocking terrain and out of sight until they have a chance to at least drop on a Pinned model.

Hoarding Steadfasts and Courages for the Rainmakers is pretty key.
Command is backup. Also, keeping them out of LoS and using a Move or Command before they fire can work.

The Blaze Aways you were doing were pretty effective, they killed that Stage 2. If you had more than your Commandos who could Blaze Away you'd be a long way ahead.


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post Apr 22 2014, 03:04 PM
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Somone on the Mantic forums put together a very handy one-sheet quick referemce guide for the game: http://boardgamegeek.com/filepage/90665/ra...reference-sheet
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Wombats
post Apr 25 2014, 12:26 PM
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Kraw cost just got bumped up to 8.

Saw that coming, they are pure murder in large numbers.


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neil
post Apr 25 2014, 02:26 PM
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Seriously can't believe he's left Mawbeasts untouched and taken away one of the few things Rebs had going for them.


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Neal b
post Apr 25 2014, 05:29 PM
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Maw beasts are certainly rude. As for my own gameplay, they have beeny only success stories of about 8 games.

Last night I had a rainmaker frag a captain next to him and hit 4 other friendlies, including knocking another rainmaker off a ledge, killing him.
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GuppyShark
post Apr 25 2014, 06:01 PM
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It sounds like that Marauder player was new.

Rainmakers have a rule that means they can't be pushed around, and they shouldn't have been activated with LOS to key friendlies.


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Wombats
post Apr 25 2014, 09:19 PM
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QUOTE(neil @ Apr 25 2014, 02:26 PM) *

Seriously can't believe he's left Mawbeasts untouched and taken away one of the few things Rebs had going for them.

Play Mawbeasts in a campaign. Its like buying grenades for single use, you don't get those points back.

QUOTE(GuppyShark @ Apr 25 2014, 06:01 PM) *

It sounds like that Marauder player was new.

It was Neal smile.gif

Main problem is his entire crew but a Commando were close enough to catch that grenade's blast.
Even deployed like that he could have moved everyone away before making it rain.
Also, the Rainmaker bought the farm from 8 successes off a 3 dice falling damage. Bit of bad luck.

QUOTE
Rainmakers have a rule that means they can't be pushed around

I thought they had Solid, too, but when Neal checked the cards its only the Ripper suits.


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GuppyShark
post Apr 25 2014, 10:13 PM
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ABILITIES: GUN CRAZY, SPOTTER, SOLID


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Neal b
post Apr 26 2014, 07:26 AM
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I must have been having a seriously stooped moment then (no glasses?). That would have saved 2 of my suits.

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GuppyShark
post Apr 26 2014, 08:50 AM
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I only know because I did exactly the same thing in my only game against Marauders... Rainmaker goes Gun Crazy, I choose the one shot launchers, they knock him down a hole. Neither of us knew what the rules for Marauders were like so we had to look everything up as we went.


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neil
post Apr 28 2014, 11:25 AM
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QUOTE(Wombats @ Apr 25 2014, 08:49 PM) *
Play Mawbeasts in a campaign. Its like buying grenades for single use, you don't get those points back.

Not the Mawbeast Bombers (which are a liability and not very good), the regular non-exploding Mawbeasts.

And yeah, Rainmakers are difficult to use, but also extremely powerful. "Always fire the Frag Launcher first!" is their motto. Remember that (almost) all weapons can fire at double range with a penalty (which barley affets the frag launcher). Also, restrict their LOS to the rest of your force where possible.


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Neal b
post Apr 29 2014, 10:12 AM
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QUOTE(neil @ Apr 28 2014, 01:25 AM) *

Not the Mawbeast Bombers (which are a liability and not very good), the regular non-exploding Mawbeasts.


I think I have a soft spot for the Mawbeast bombers. Consider them as guided missiles, with a fight! ability. If they kill in melee - yippee! next target. If they get killed in melee Boom! - yippeyi-yaahhh mutha-hubberd :-) and all that for 7pts

Only downside, in a league they have to be considered disposable, and as Wombats has said elsewhere, if you lose a game a game a game, losses can be expensive to replace.
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Wombats
post Apr 29 2014, 06:14 PM
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QUOTE(neil @ Apr 28 2014, 11:25 AM) *
And yeah, Rainmakers are difficult to use, but also extremely powerful. "Always fire the Frag Launcher first!" is their motto. Remember that (almost) all weapons can fire at double range with a penalty (which barley affets the frag launcher). Also, restrict their LOS to the rest of your force where possible.


Well, would have been a different game if we noticed Solid.
I think the biggest problem was not running the Commander out of the deployment zone before opening up with the Rainmakers.
I'll have to deploy the Caledonarauders and see if I can steer then as well as I can talk about it smile.gif


QUOTE(Neal b @ Apr 29 2014, 10:12 AM) *

I think I have a soft spot for the Mawbeast bombers. Consider them as guided missiles, with a fight! ability. If they kill in melee - yippee! next target. If they get killed in melee Boom! - yippeyi-yaahhh mutha-hubberd :-) and all that for 7pts


Maybe I am harsh on the bombers as I play Enforcers or Plague, always 2pts of damage mitigation to make the Frag less lethal.

Against Rebs all the time and Marauders on a bad dice day the bombers may be worth it.

The basic Mawbeasts are such good, honest punch for points with Melee 3+, though.
The Plague puppies are more reliable but nowhere near as deadly.

They are also vulnerable as their lack of extra dice from Enrage means they can be Suppressed down to 1 dice and beaten up by other Melee specialists quite convincingly. Lets your opponent get you back.

This post has been edited by Wombats: Apr 29 2014, 06:16 PM


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GuppyShark
post Apr 29 2014, 07:18 PM
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I'll paint my Marauders next, see if I can beat my Enforcers with them.


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Neal b
post May 6 2014, 09:26 PM
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Rulebook Errata
Later printings of the rulebook may already include this errata.
▪ Page 22, Free Actions section, 1st para, 5th line, sentence finishing "...action of the same type": add "for the same model" to the end of the sentence so that the sentence reads" A free action cannot trigger another free action of the same type for the same model."
▪ Page 22, the sentence after the one above: Add to the end "unless it has been earned by a different model". The sentence will now read: " If the result says that a second free action of the same type is earned then ignore that part of the result unless it has been earned by a different model."
▪ Page 28, right col, 2nd para, 2nd line: delete "for free". The sentence will then read "...same cube as an enemy model then it will Fight as part of that action."
▪ Page 53, right col, third para: After "...only have each ability once." add a new sentence: "Use the cost listed at the top of the column where the ability first appears, regardless of the model's actual Rank at the time."
▪ Page 68, Deployable weapons, last sentence: delete the last sentence "All they do is react to enemy models."
▪ Page 68, Deployable weapons, between last two paras: insert new paragraph "Any model that moves into a cube containing a Deployed weapon in circumstances that would allow it to pick up a normal item (see page 27) may choose instead to destroy the Deployed weapon."
▪ Page 76: Add the rules for the Defender shield. “When a model with a defender shield is moved to a new position, always align the shield with one of the four sides of the cube on the level you are on (ie, not the top or the bottom). Any attacks that trace a LOS across that side of the cube count the model holding the shield as having +1 Armour.” See also http://quirkworthy.com/2014/04/25/deadzone-defender-shields
▪ Page 78, Sentry Gun: in the bold first line, before Range insert "Shoot 5+,". Card Errata
• Rebels
o The Rebel Commander is a Leader, not a Specialist as the card says. o The Survey Drone should have the Construct ability.
o Kraaw should cost 8 points, not 6.


Getting About
Q: Can a model Sprint off the board?
A: Yes.
D: As long as your mission allows you to leave the battlefield, moving a model off the board doesn’t need to be via the Move action. The limitation is whether you are allowed to leave the board, not how you do it. You could even be blown off the board by an explosion...
Gunplay

Q: Is your model’s facing ever relevant? A: No.
D: The models are treated as if they have a 360° field of vision. I tried 180° arcs early on and it worked OK, but was more fiddly to implement whilst adding very little to the game. 95% of the time the enemy is within the 180° you expected them to be so it made little practical difference.
In addition, I imagine that the forces have access to a number of intel-gathering devices that would alert individual troopers to threats outside their immediate vision.

Q: Can a model do both a Shoot and Blaze Away action in the same turn?
A: Yes.
D: You can’t repeat the same action in a Turn, but these are different actions. You will often find that Move and Shoot, Aim and Shoot or Move and Blaze Away is more effective than this combination, but not always. It depends on the exact circumstances on the board at the time.

Q: Can a model target themselves with a weapon?
A: No.
20140502 DZ FAQ.docx
D: This is usually asked of grenades, but applies to everything.

Q: What happens when an already Pinned model is Pinned by a Blast result?
A: They remain Pinned.
D: I have deliberately distinguished between a result that modifies Aggression up or down a number of steps and a result that dictates the final state of the model. The Pinned result on Blasts tells you exactly what state to leave the model in: Suppressed models stay Suppressed and all other models are (or remain) Pinned.

Q: Is a Construct pinned by a Blast? A: No.
D: A Construct is never Pinned. However, it can be thrown into other cubes by a Blast.
I always think of this as a cinematic moment – the implacable and emotionless machine ignoring the incoming fire to carry on with their duties while flesh-and-blood combatants hug the dirt at their feet. Long live the machines!

Q: Does a model with Spotter give the bonus to himself when he takes a Blaze Away action?
A: Yes.
D: The extra targeting info helps the model
carrying it just as easily as anyone else.
Fights

Q: Free Actions cannot generate Free Actions of the same type, but is this for the immediate next Free Action (so MOVE > Free FIGHT > Free FIGHT is not allowed) or for anywhere else down the chain (so MOVE > Free FIGHT > Free MOVE > Free FIGHT > Free MOVE is allowed)?
A: The former.
D: Most free actions cannot trigger these chains so this situation does not arise often. However, when it does it can be powerful. Arranging the opportunity for the dice to give you this option is a skill worth developing.
The second situation described here is dependent on your opponent placing his models conveniently for you. To use a well-known example, this is the same thing that happens in draughts/checkers. If someone places all their pieces in just the right positions you could theoretically capture their whole force and win the game in a single turn. Knowing this, both players will strive to avoid the situation, and if they take the risk they do so knowingly.
For a more detailed discussion see:
http://quirkworthy.com/2014/04/26/deadzon e-infinite-fights/

Q: Does a model that Teleports into a cube containing an enemy model get the +1 modifier for moving in the ensuing Fight?
A: Yes.
D: The modifier is listed as “if moved into this cube in this action.” There is no restriction on what mode of transport you used to get there.
Overwatch

Q: If a model starts and ends its move out of LOS of an overwatching enemy model, can they be Shot at?
A: No.
D: Some targets are simply too fleeting to spot, react to and Shoot at accurately before they disappear again. Remember that Blaze Away only needs Area LOS and so (if it is available to the overwatching model) this can often be used instead.
Other Actions

Q: If a Command Action “Confusion” result marks an overwatching model as activated, what happens to the overwatch counter?
A: It is removed.
D: The overwatch counter is an activation marker on the other side so you don’t have to look for a different counter when the
overwatch is used. It’s also arranged this way because you cannot be in both states simultaneously. The wording in the overwatch section needs to be clearer on this.
Items, Mutations, Equipment

Q: At what point can a model decide to drop or destroy an item they are carrying?
A: At any point during one of their activations.
D: This is an extension of the existing rule to allow more tactical flexibility for the few that are interested in this level of subtlety. Note that the rule for picking an item up does not change.

Q: Must a weapon with an ability such as Knockback always use it?
A: Yes.
D: You can choose to use some abilities (such as Indirect) if you have the right weapon. If the ability description does not offer this option then it always applies.

Q: Can a model with a medi-pack (or a Medic) bring a dead model back to injured?
A: No.
D: If the model is dead then the model is removed from the battlefield. It is no longer present to be revived (not that they have the equipment for such dramatic surgery anyway). Currently, the only possible effect for a medi- pack is to return a model from injured to OK.
Medi-packs are described as removing “one level of damage” in part because while it fits this current situation, I’m anticipating the possibility of future models with more levels than just OK-injured-dead.

Q: What happens when a Slow Mutant receives the mutation that grants him Agile? Do Slow and Agile cancel out?
A: No. Agile has no effect on Slow models.
D: Slow models cannot take Sprint or Climb actions. The fact that Agile makes these short actions is irrelevant as a Slow model cannot take them regardless of how long they take.

A: The former.
D: Most free actions cannot trigger these chains so this situation does not arise often. However, when it does it can be powerful. Arranging the opportunity for the dice to give you this option is a skill worth developing.
The second situation described here is dependent on your opponent placing his models conveniently for you. To use a well-known example, this is the same thing that happens in draughts/checkers. If someone places all their pieces in just the right positions you could theoretically capture their whole force and win the game in a single turn. Knowing this, both players will strive to avoid the situation, and if they take the risk they do so knowingly.
For a more detailed discussion see:
http://quirkworthy.com/2014/04/26/deadzon e-infinite-fights/

Q: Does a model that Teleports into a cube containing an enemy model get the +1 modifier for moving in the ensuing Fight?
A: Yes.
D: The modifier is listed as “if moved into this cube in this action.” There is no restriction on what mode of transport you used to get there.
Overwatch

Q: If a model starts and ends its move out of LOS of an overwatching enemy model, can they be Shot at?
A: No.
D: Some targets are simply too fleeting to spot, react to and Shoot at accurately before they disappear again. Remember that Blaze Away only needs Area LOS and so (if it is available to the overwatching model) this can often be used instead.
Other Actions

Q: If a Command Action “Confusion” result marks an overwatching model as activated, what happens to the overwatch counter?
A: It is removed.
D: The overwatch counter is an activation marker on the other side so you don’t have to look for a different counter when the
overwatch is used. It’s also arranged this way because you cannot be in both states simultaneously. The wording in the overwatch section needs to be clearer on this.
Items, Mutations, Equipment

Q: At what point can a model decide to drop or destroy an item they are carrying?
A: At any point during one of their activations.
D: This is an extension of the existing rule to allow more tactical flexibility for the few that are interested in this level of subtlety. Note that the rule for picking an item up does not change.

Q: Must a weapon with an ability such as Knockback always use it?
A: Yes.
D: You can choose to use some abilities (such as Indirect) if you have the right weapon. If the ability description does not offer this option then it always applies.

Q: Can a model with a medi-pack (or a Medic) bring a dead model back to injured?
A: No.
D: If the model is dead then the model is removed from the battlefield. It is no longer present to be revived (not that they have the equipment for such dramatic surgery anyway). Currently, the only possible effect for a medi- pack is to return a model from injured to OK.
Medi-packs are described as removing “one level of damage” in part because while it fits this current situation, I’m anticipating the possibility of future models with more levels than just OK-injured-dead.

Q: What happens when a Slow Mutant receives the mutation that grants him Agile? Do Slow and Agile cancel out?
A: No. Agile has no effect on Slow models.
D: Slow models cannot take Sprint or Climb actions. The fact that Agile makes these short actions is irrelevant as a Slow model cannot take them regardless of how long they take.

Battle Cards
Q: Can Steadfast cards be used to avoid Blaze Away damage?
A: Yes.
D: Steadfast is played when a model suffers a reduction in Aggression and will avoid that loss. Reducing Aggression is all a successful Blaze Away attack does. Under certain circumstances this Aggression loss will be converted to damage. However, if the model is Steadfast and loses no Aggression from the attack then there is nothing to convert to damage and so the model is unharmed.
Note that a Steadfast card can be played on a model whatever its current Aggression state.
Missions, Goals and VPs

Q: When you Capture/Control a cube do you keep the VPs for the rest of the battle or do you lose them if you no longer Capture/Control the objective?
A: You lose them.
D: You will regain the VPs if you re-take the objective. For a more detailed discussion see: http://quirkworthy.com/2014/04/19/deadzon e-when-do-you-count-vps/

Q: If I wipe out my opponent and claim a victory as per situation 2 on page 43, do I still win if they have more VPs than me?
A: Yes.
D: As it says at the end of that section, “The first player to claim a valid victory wins the game.” If you claim victory for wiping the other side out it doesn’t matter how many VPs they had.
Campaigns

Q: Can a model improve the same stat more than once if they have suffered a penalty to that stat after resurrection?
A: No.
D: As the rule says, “Each combat stat will only
ever advance once”. Only once. Ever.

Q: When a model rolls a new ability can I save it up till I get to a higher level and pick then?
20140502 DZ FAQ.docx
A: No, new abilities must be allocated immediately.
D: If you think about what’s being simulated here, the idea of saving up is a bit daft. If you learned something through your experiences then you learned it. You can’t decide to postpone the knowledge till later.

Q: When a model gains Engineer in a campaign, they also gain Beast. This means that they won’t be able to use Deployable weapons. Is this right?
A: Partially. See below.
D: The campaign-generated version of Engineer is deliberately not as good as the dedicated specialists available to certain armies (to keep them more desirable and special). They are immune to Booby Traps like other Engineers and can place Deployable weapons at the start of the mission (as per the Engineer rules). They can also pack up Deployable weapons for others to carry, but cannot pick up or re-deploy these weapons after the battle has started (as per the Beast and Deployable rules).

Q: If I get an ability that replaces an earlier one (eg Really Tough replacing Tough) does the model still have to pay the cost of the first ability?
A: Yes.
D: The abilities that double up are particularly
powerful and so need to be expensive and rare.

Q: If a model has a “-“ for a stat, can it be improved with experience?
A: No.
D: Models that are bad at something simply have a poor value. These models can get better. A “-“ value indicates that this model has no affinity, means or interest in ever using this value.

Q: What happens when a model rolls on the complications table (page 55) and gets a reduction to a stat it has a “-“ for?
A: The model recovers with no ill effects.
D: For a more detailed discussion see: http://quirkworthy.com/2014/04/24/deadzon e-the-complications-table-and-values/
4

Q: Can a Medic use this ability after the battle has ended, in the campaign phase?
A: No.
D: Medic is a combat medic’s skill of immediately stabilising and treating battlefield injuries. If he cannot get to the casualty quickly enough (ie during the battle) then the opportunity has been lost and the next level of medical intervention is needed. In effect, the casualty is passed to the nearest MASH equivalent.

Q: Agile and Fast both have the same cost and can be learnt at rank 5, but Agile is superior to Fast so what is the point of Fast?
A: Two things:
1) Having the different abilities allows me to characterise different troop types in appropriate ways.
2) They stack.
D: The abilities are in the game to allow me to characterise troop types appropriately. In that situation I wanted the ability to pick the degree of variation from the norm – hence two stages. Actually, it’s 3 stages because a model could have both abilities and the effects stack. A model with both could Climb and Sprint in the same Turn as both are short actions for them.
Anything Else...

Q: What’s the difference between Specialist and Rare models?
A: None at present.
D: There are some rules that use this difference.
However, they aren’t in print yet.
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Lo-Fi Version Time is now: 13th November 2019 - 11:15 PM