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ok this came up in my first game and unless I missed something couldn't find an answer.
1.plane is flying at speed 5 activates phase five
2.screws up his piloting check for redlinging and speed drops to 4
3.plane does it's mave and shoot etc..
4.phase drops to 4, we check for planes with speed four.
5.said plane is at speed 4.
now here's my question...does he get to activate again or is there a rule for each plane having one activation per turn?
I agree totally this is common sense..but because of the type of people I can e expecting to play against I need to know ehre in the rules it specifically says this.
Ideally we should be marking each plane with a counter like in heroclix so we know a plane is "done" for the turn.
thats where the envoy running the event, like the marquee, should not hesitate to be firm in dealing with rules lawyers, or in this case loophole-searchers, in friendly games, anyone who would do this probably shouldn't be played with
is it not in the rules that the new speed changes due to such things take effect begining of next turn?
i thought i read that somewhere.
ill look it up...
1.plane is flying at speed 5 activates phase five
2.screws up his piloting check for redlining and speed drops to 4
3.plane does it's move and shoot etc..
4.phase drops to 4, we check for planes with speed four.
5.said plane is at speed 4.
The way I read the rules, if you are on "5's" when you fail the pilot check, give him his click, complete his movement (at 5) and next turn he moves at the new speed.
The rule bender I had come up against was
Opponents Plane 1 is flying at speed 7 and his manouver chosen was a tight turn.
He argued that he could move to the point on the track to the angle he wanted and then use the rest of his move to travel in a straight line.
I argued no, he should have to continue moving around the turn track until he ran out of movement. That would be chosing multiple manouvers
Then he said he would then move up 4 points to the direction he wanted to face and forfiet the rest of his move.
I argued No again, I think if he wants to only travel that far around the track then thats what his speed should have been set at because he still has all that energy to expend somewhere, it can't just disappear, so he should continue his move around the track to its correct position. There is no provission for air breaking in the rules and it says you must move the entireity of your speeds movements.
This games moving procedure requires a lot of careful forward planning for its succesfull execution, unlike other WK games, which rely more upon positioning for maximum firepower, thats the uniqueness of Crimson Skies.
Memphis Mark:to me it reads that I screw up the pilot check I'm thrown down to the new speed. (in this case 4) and then I have to complete the manuever as best I can.
Col. Oddball:There seems to be no real ambiguity here you move your current speed along your "manuever track" that's it.
Rapierduel:we seem to have an adundance of them here in Melbourne at times..this is why I am trying to get am official answer off WK for this as well as I can see it coming up when I play.
Quoted from ghostie Memphis Mark:to me it reads that I screw up the pilot check I'm thrown down to the new speed. (in this case 4) and then I have to complete the manuever as best I can.
Okay, I can see your point. Activate on 5, but only move 4. Since this happens AFTER you pick your navagaion card, what happens if you pick a speed specific card?
I can understand the mechanics, your engine starts to cough and misfire from the redlining, so you do the best you can.
While you can run short most cards, what are you going to do with a half loop? I know, you have to be in pretty bad shape not to be able to do a 4 speed card, but you never know...
Originally posted by MemphisMark
While you can run short most cards, what are you going to do with a half loop? I know, you have to be in pretty bad shape not to be able to do a 4 speed card, but you never know...
you still go as many token spaces as you are able... you may still be able to pull off the manuever
I've acutally seen that exact circumstance happen (the half loop) and although rare the guy could move three so he could complete it...it woul seem fine as long as the card was legal when you play it.