Ian Finn
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I've done my due diligence in researching this but I can't find a clear answer in the forums: Say my Player Soldier is in Location #5 and his mates (other Soldiers of all three types) are strung out behind him in Locations #2,#3, and #4. Hostile cards are in all four Locations actively combating my Soldiers. My Player Soldier in location #5 plays Break Contact, which reads "Discard all the Hostiles behind your location" and *behold* all Hostiles in locations #2, #3, and #4 simply vanish! I get a mental image of my Soldiers in the rear locations raising their heads cautiously and wondering where the bad guys went. It would make more sense to me if the card read something like: "Discard all Hostiles behind the rear-most Soldier's location". But that's not how it reads, so we get the equivalent of "Mr. Sulu, we have twelve enemy soldiers ready to beam up. Energize!" Really?
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Christopher O
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Finachetto wrote:
I've done my due diligence in researching this but I can't find a clear answer in the forums: Say my Player Soldier is in Location #5 and his mates (other Soldiers of all three types) are strung out behind him in Locations #2,#3, and #4. Hostile cards are in all four Locations actively combating my Soldiers. My Player Soldier in location #5 plays Break Contact, which reads "Discard all the Hostiles behind your location" and *behold* all Hostiles in locations #2, #3, and #4 simply vanish! I get a mental image of my Soldiers in the rear locations raising their heads cautiously and wondering where the bad guys went. It would make more sense to me if the card read something like: "Discard all Hostiles behind the rear-most Soldier's location". But that's not how it reads, so we get the equivalent of "Mr. Sulu, we have twelve enemy soldiers ready to beam up. Energize!" Really?
There are a few outlier situations in Warfighter that you have to handwave. This is probably one of them.

The way you describe the card working is correct. All of those hostiles would disappear.

The way to rationalize this, if you care to, is that the person in the lead has found a different way to approach the target through the terrain already passed over and communicates this to his teammates (the discard of cards required by the Stealth 2 (3?) keyword of the card represents the effort and time that this would take). The other operators, being the bad-ass ninja-stealth special forces types that they are, simply "break contact" and move away from the enemy.

Nothing stops the enemy from 're-acquiring' the soldiers on subsequent turns by reinforcement draw.

It does seem odd, for the reasons you mention, but unless a force is completely surrounded, it's usually an option to break contact and move away from the enemy.
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R Wallace
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I would say that if the card states all locations behind you (player soldier), it means exactly the way you have interpreted it... Also, from a thematic standpoint, you are essentially 'breaking contact' with the enemy. This just means fading back into the shadows and hiding/maneuvering away from the enemy. The enemy is still out there, searching for them and will find them if they loiter too long in one location. just my 2 cents.
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Ian Finn
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Kozure wrote:
The way to rationalize this, if you care to, is that the person in the lead has found a different way to approach the target through the terrain already passed over and communicates this to his teammates (the discard of cards required by the Stealth 2 (3?) keyword of the card represents the effort and time that this would take). The other operators, being the bad-ass ninja-stealth special forces types that they are, simply "break contact" and move away from the enemy.
Yeah, I can buy that. I can imagine the discards and XP cost representing the lead guy sneaking around and finding a tricky hidden path, and then passing the word down the line ordering everyone to disengage, melt into the bushes and reform on the hidden path. The expensive discard and XP costs reflect how difficult executing such a maneuver under fire would be.

Everyone thanks for your responses.
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Finachetto wrote:
I've done my due diligence in researching this but I can't find a clear answer in the forums: Say my Player Soldier is in Location #5 and his mates (other Soldiers of all three types) are strung out behind him in Locations #2,#3, and #4. Hostile cards are in all four Locations actively combating my Soldiers. My Player Soldier in location #5 plays Break Contact, which reads "Discard all the Hostiles behind your location" and *behold* all Hostiles in locations #2, #3, and #4 simply vanish! I get a mental image of my Soldiers in the rear locations raising their heads cautiously and wondering where the bad guys went. It would make more sense to me if the card read something like: "Discard all Hostiles behind the rear-most Soldier's location". But that's not how it reads, so we get the equivalent of "Mr. Sulu, we have twelve enemy soldiers ready to beam up. Energize!" Really?
Hahaha I came up on this exact same situation several days ago and pondered about it for a bit. The way I chose to play this was to remove hostiles on the board actively targeting the PS who played the card, since it didn't make a whole lot of sense for hostiles actively engaged with someone else if my PS broke off contact.

In the end I chose to play it incorrectly to keep with theme. Kind of like ACOGs and RDSs boosting the underslung GLs until they were officially errata'd a year later.
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David in Sydney (now in Coffs)
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So what do you do with an escape objective? angry

Break contact to clear the way towards the mission card would be strange...

Yet being able to clear so much that has been left behind is perhaps too easy...

Time for me to re-read the rules! shake
 
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Nick Smith
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We had pretty much this situation recently. My stealth specialist moved forward a couple of locations, and then played the card.

Then the hostiles shot an RPG at me, killing me. We rationalised this as my heroically standing up, shouting, and running away to draw them from my embattled teammates. Felt very thematic and we all agreed I should get a VC.
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David in Sydney (now in Coffs)
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G'day all,

I read the rules again and the card.

For escape missions - it doesn't clear the way to the Mission card, but those behind the playing soldier:

Behind - The Locations separating a Soldier from the first Location card of the Mission.

The first location card of the mission is the Objective card
being the first location that soldiers are deployed in

This card play is thematically good, but makes the mission far easier.

But.. you need to draw the card to play the card... giving the hostiles a chance to chase the soldiers.

Oh.. If playing Defend the OP, try to have a Stay Low card in hand.. if you have sanitised all the other locations and all your soldiers are in the OP location you can then Stay Low the Objective and no enemies will reinforce and so you win.
(I recently did this the draw after after playing a speedball and setting up 4 claymores and a minmore (2 I had with me).. the Hostiles obviously saw the OP and not a place to enter.... goo

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William Garramone
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So now a new "static strategy" is to cycle the deck as fast as possible to get this card (preferably along with Hand Signals) then run forward through locations as fast as you can, popping up Hostiles, then POOF!....play Break Contact and make them all disappear. And if the soldier running ahead doesn't have Break Contact, the use of Hand Signals will allow the transfer of the card to his hand.

Yeah, this is a bit "gamey" for my taste. Don't want to sit down to play a game and every time the group is just salivating to get Break Contact in hand....
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Andreas Bøttger
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I found the card text a bit dodgy/OP when I first read it and after seeing that it does, indeed, work like I suspected, I'm strongly considering removing both Break Contact cards from my game. It just seems to be game-breakingly powerful, even if you don't draw it on every mission.

Any thoughts on simply pretending it doesn't exist?
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David in Sydney (now in Coffs)
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I can see it in a Special Forces setting. ninja

Though it does make an Escape mission much easier. shake
(If drawn at the start or turn 1, it saves us from having to "ambush" the objective Hostiles on the second turn... Thus leaving us with a stack of mines and grenades... devil )

Hmmm....

Would it be worth linking it to the stealth skills such as Ghost?

For games where it is thematically too powerful (eg Escape Missions or high intensity combat) - probably...

Easiest would be to drop it..
Second easiest would be to change it to behind the rearmost soldier*
and/or require 1 XP per Hostile Card discarded.

* to stop a single soldier running ahead with the card via cross training to clear all Hostiles behind just him.


It's not in my draft of WW2 WF whistle

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Peter Ball
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Like the idea of spending XP I wonder if you played it spend XP equal to hostiles value. So 0's can be escaped from easily but a sniper 2 would be a bit more expensive.
 
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