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first thing how do you determind random unit that defected ?
if by dice
easy , get 4 legos and fill the rest with pessant comp :)
hehehehehehe
4 first turn try to a unit that have alot of point and stay in their dz then the rest you could just roll the dice all day for the pesant comp :P *it easy to make it complete the 60 min, and they can't tell u that u delaying the game cuz it is in the rules*
Originally posted by TheFish When 200 points of your force defects, that not only puts you at 550, but it puts your opponent at 800. Now this happening every turn after turn 4 is scary.
The defections continue until the 200 points, or as close as you
can come, condition is satisfied. That would be by Turn 7. Then,
the defections end. It can't exceed 200 points, total. So, you
don't lose 200 points each turn for 3 turns. ;)
"Once a unit defects, the Swordsworn player subtracts that unit’s point value from 200, and then he or she determines if any of his or her remaining units have point values equal to or less than the difference . If so, repeat point A."
thus it means if you feed them something less than 200 at first
*according to A* so you procede to B , then if you don't have unit that equal or less value to the different then you don't repeat point A :)
so if you have everything else above 200 ceptin some stuff like fulcrum or couple pesant comp. then the only one that defect is the pesant comp
*that if you folow the logic of the wording*
(i think someone else already say something about this if yes then i just repeating it :)
could someone email the updated version of the scenario to me, I can't access the WK site from this computer, and I'm a week from being at one that can. The address is [email protected] it would be greatly appreciated.
What I got out of the old version of this scenario is exactly what snow viper put in his post. SS has to have at least 200pts that will defect to Liao, and once at least 200pts of the SS army defects, then there are no more defections, did anyone else catch onto that? What I didn't get, is if you have a total of 199pts that defect to the Liao side, do you still have to roll the dice at the beginning of each of the SS turn since it is not exactly 200pts.
My force is several DF ATV's and the SS Special forces team.
Infiltrate all units their maxium distance (place the ATV's behind Blocking terrian if you loose init). It will take 8 turns to push the special forces team to death (keep them moving forwards).
Base stuff with the ATV's in Liao deployment zone (ensuring you win VC 3). Kill the small and medium size units (going for VC 1). Don't shoot mechs (they take too long to kill).
When turn 4 hits, you may win the game (all your surviving units defect). Hopefully you are ahead on VC 1 and VC 3.
if you are talking about deliberately building a force WAAAAAY less than 750... I guess you could but youd have to have more than 250 pts left when the defections hit or nothing defects.
so that leaves you with 50 pts atleast that is still on your side... maybe if that 50 pts was already in salvage then the game would end right there but I think that would be a pretty dicey way to try for a win. (and maybe a little bit cheesey to boot) :)
well actually they just add clarifications only two line
here they are
1 Salvage units cannot defect.
2 Defected transports passengers are treated the same as passengers of a captured transport
the rest are the same
anyway the one that i mean in my last post is this
example:
you have :
derec
stef ehli
and viky d
and a pesant comp *5 pts*
the only one that defect is the pesant comp
why ?
on part A it said : if you don't have unit under 200 your cheapest unit defect. Since you have 1 pesant comp so your cheapest 200+ unit don't defect, and you jump to part B : it said = subtract the point from 200 and check if you have other unit that less and equal value with the reminder (195), if you have then repeat part a.
now since you don't have any unit equal or less to 195 pts then you don't repeat part A , the defections is ended right there with only 5 pts defected.
Originally posted by daemian2k What I didn't get, is if you have a total of 199pts that defect to the Liao side, do you still have to roll the dice at the beginning of each of the SS turn since it is not exactly 200pts.
Short answer - No
Long Answer - No because the defection process is in two major parts.
Part 1 - Roll to see if anything defects this turn! If yes proceed to part 2 - if no, end defection process for this turn.
Part 2 - determine which units defect. This section is only reached IF you got a YES answer to Part 1. Once you have completed the process of determining what pieces of your battleforce still on the board are elligble to be defectors, roll to see which random piece/s defect. Continue this process until either you reach 200pts of defected units or the remaining units you have on the board are all worth more than the remainder of the 200 pts needed to defect (effectively they want you to have as near to 200 points of defection without going OVER 200 points). Once this process has gone through the 2 parts then you stop irrespective of whether you have elligble defection units in subsequent turns.
e.g. turn 4 - I roll and get a 2 so no defections this turn.
turn 5 - I roll and get a 5 so I move to part 2 and start determining my defections. At the end of this process 153 points have defected but all my remaining pieces are either worth more than the 47 points it would take to make up 200 points or are in some other way inelligble to defect.
Turn 6 - say I had a piece that was captured in turn 3 that is worth 26 points and through a fluke of luck I destroy the unit that captured it and so now it returns to being my unit. I have elligble units again but because I have had units defect in a previous turn I no longer need to check for defection.
If SS started with like 255 points total in the battle force and when the defections hit the SS player had 60 points worth of salvaged units and 195 points still operational, then all of the operational units defect giving Liao an easy VC 2 win and leaving SS with only those 60 points of salvage. The game then ends right there on the spot, because the game ALWAYS ends when one player has only salvage left on the field.
now if this happened to occur at a time when SS was winning both VC1 and VC3 then the SS player would "win" on victory conditions even though he was actually annihilated on the battlefield.
[yoda voice] A most dishonorable triumph. [/yoda voice]
If there are no units worth at least 200 points, the unit with the lowest point value automatically defects to the Liao player.
this appears to make it easier should you get an opponent that decides to bring out a force composed of lots of little stuff (eg a few cheap Arty pieces, swarms of infantry, transports galore and maybe a couple of small mechs) Rather than having to randomly roll/determine which piece defects then subtracting that from 200 points then determining the next piece and again subtracting from 200 which if you have a moderate number of infantry (say 20 pieces) is going to get very drawn out!
Someone asked-
"if I have only one SS unit, then only that unit can defect" So they changed it to "units in the SS battleforce"
"if my units defect on turn 4, but not on turn 5, do they defect on turn 6" So they changed it to "didn't defect on turn 4, 5, or 6, then" and the like.
"Can I use a unit that is salvaged and give it to my opponent for automatic VC2?" so they changed it to 'salvage units cannot defect'
"What about passengers and transports" so they added that line.
They STILL haven't dealt with how to "randomly" choose units to defect. Or action tokens. Or whether the 'defected' units defect in place or to your opponents DZ. Or why Liao needs this kind of unbalanced scenario.
If SS started with like 255 points total in the battle force and when the defections hit the SS player had 60 points worth of salvaged units and 195 points still operational, then all of the operational units defect giving Liao an easy VC 2 win and leaving SS with only those 60 points of salvage. The game then ends right there on the spot, because the game ALWAYS ends when one player has only salvage left on the field.
now if this happened to occur at a time when SS was winning both VC1 and VC3 then the SS player would "win" on victory conditions even though he was actually annihilated on the battlefield.
[yoda voice] A most dishonorable triumph. [/yoda voice]
:thumbs down:
I will guarantee you. If you bring a SwSw battleforce with a total of 255, you won't have to worry about VC1 and 3.
Why are they torturing us with this insanely confusing text?
What the HECK DOES THIS ALL MEAN IN LAYMAN'S TERMS?!?
Clearly everyone still has different interpretations. Geez, couldn't they see this scenario is a freaking timing nightmare. Between figuring out which units defect if any, rolls, and deciphering the cryptic rules for the scenario, you'll waste at least 45 minutes. Thanks much Wizkids. The least you could have done was keep it a basic 450 build.