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Subject: Hindering the level of mastery rss

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Etunimi Sukunimi
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Hello,

I have a question concerning hindrance. Would this example for the use of hindrance be correct:

The active warrior chooses the Firing Action mode and announces he uses Expert Firing in order to shoot the enemy through one of his own models. Announcing the LoM at this point means he gives up using any action cards. The opponen now plays one -3 hindrance card which lowers the Action Mode value of the attacker so that he can no longer choose LoM 4. Thus he cannot shoot through his own model and the shot is wasted. The LoM is automatically determined by the final value after all modifiers, including the hindrance.

However, if the attacking player chooses to play action cards, he can choose the LoM from the remaining available levels after all the cards are played and modifiers applied.



 
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T. H.
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IIRC, the LoM is announced AFTER ALL cards have been played (or not).
Therefore, the active player cannot announce a LoM before giving his opponent the chance to play a card as a hindrance.

It might not have change the outcome in this particular situation, though.
If he moves his fighter into a position like this, he better plays an action card, otherwise he makes himself too vulnerable for hindrance.
Blurting out what his intensions are BEFORE asking his opponent if he wants to play a hindrance was the last nail to the coffin.

The activation/turn of a fighter/player step-by-step would be (IIRC):

1. The player announces which fighter he activates.

2. Event cards, special aptitudes etc that can be played/used when a fighter is activated, can be played now. If both players want to do that, the active player goes first.

3. The player announces an action mode for his fighter (but not the level yet).

4. The active player announces if he wants to play action cards or not. If he does, he plays them now.

5. The opponent plays an action card as a hinderance, if he chooses to do so.

6. If cards were played in both previous steps (4 and 5), the active player can play cards to conter the hindrance.

7. The result of all action cards are calculated.

8. The calculated modifier is apllied to the values of the active fighter.

9. The active player now continues his turn by moving and announcing the level of mastery for his action mode (befor movement if he chooses "moving", otherwise after movement).

10. The action is resolved, or a marker is placed for certain actions.

11. End of activation.


I hope the whole step-by-step guide is correct.
Playing cards BEFORE movement certainly makes it easier for players, as they can position their fighters according to the available LoM.
Following that guide actually prevents situations like the one described above.

My step-by-step guide certainly gives the turn some structure and makes clear what can be done when.
If it's 100% as per the rules, I'm not sure.
Haven't played for a while, and haven't got the rule book in front of me.


Regards,

Timo
 
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Etunimi Sukunimi
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Thanks for the reply. The order you described would certainly make sense. I'm going by the Rewrite of Hybrid Rules, which say "When a fighter is activated the controlling player (or player) can immediately play any
number of Action cards to increase their chances of success and render the feat more
spectacular.
"

So it would seem that the active player doesn't even need to declare the Action Mode before the cards are played.
 
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T. H.
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Well... than the step-by-step guide can easily be re-arranged. Move step 3 behind step 8 (which actually will become step 7, as step 4 becomes step 3, step 5 becomes step 4 etc.)
 
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Steve Rogers
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kayttajanimi wrote:
Thanks for the reply. The order you described would certainly make sense. I'm going by the Rewrite of Hybrid Rules, which say "When a fighter is activated the controlling player (or player) can immediately play any
number of Action cards to increase their chances of success and render the feat more
spectacular.
"

So it would seem that the active player doesn't even need to declare the Action Mode before the cards are played.


incorrect...you need to back up one paragraph;

Once this has been done, the player who starts the game round reveals their first Activation counter, beginning with counter #1, and takes a turn with the relevant fighter. The player in control of the fighter decides which Action mode and Level of Mastery (page 10) they will adopt once activated:
 If they choose the Maneuver mode, they must immediately specify a Level of Mastery. Then the fighter can use their Movement points (Mt).
 If they chooses another Action mode (Offensive Combat, Defensive Combat, Firing) they must announce the Level of Mastery after the fighter has finished moving.

and this section from action modes refines the use;

LEVELS OF MASTERY
After choosing one of the 4 Action modes; Offensive Combat, Defensive Combat, Firing and Maneuver, the player must declare their fighter’s Level of Mastery. There are six Levels of Mastery in each mode.

As noted earlier in the Activation Sequence, several modifiers can affect the Levels of Mastery available to a fighter throughout a mission. In any Action mode the potential Level of Mastery available to a fighter is effected by:
 The initial value printed on the fighter’s Reference Profile card
 The current number of wounds; each wound subtracts 1 from the initial value
 Any Action card modifiers used to enhance or Hinder the fighter
 Any Events or mission conditions that specifically affect the Level of Mastery

If the fighter has an initial value for an Action mode, the applicable modifiers cannot reduce their Level of Mastery below 1. The fighter can use any mode up to the maximum value they can achieve during their Activation.

Example: a fighter with a final Offensive Combat value of 4 can choose a Level of Mastery from 1 to 4.

You also need to keep in mind each player only gets a few cards each mission and getting more usually means you are running out of fighters...

Lastly, never underestimate the alternate effects that can be used instead of the action points - they can be nasty.

 
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Steve Rogers
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Sworddancer wrote:
IIRC, the LoM is announced AFTER ALL cards have been played (or not).
Therefore, the active player cannot announce a LoM before giving his opponent the chance to play a card as a hindrance.

It might not have change the outcome in this particular situation, though.
If he moves his fighter into a position like this, he better plays an action card, otherwise he makes himself too vulnerable for hindrance.
Blurting out what his intensions are BEFORE asking his opponent if he wants to play a hindrance was the last nail to the coffin.

The activation/turn of a fighter/player step-by-step would be (IIRC):

1. The player announces which fighter he activates.

2. Event cards, special aptitudes etc that can be played/used when a fighter is activated, can be played now. If both players want to do that, the active player goes first.

3. The player announces an action mode for his fighter (but not the level yet).

4. The active player announces if he wants to play action cards or not. If he does, he plays them now.

5. The opponent plays an action card as a hinderance, if he chooses to do so.

6. If cards were played in both previous steps (4 and 5), the active player can play cards to conter the hindrance.

7. The result of all action cards are calculated.

8. The calculated modifier is apllied to the values of the active fighter.

9. The active player now continues his turn by moving and announcing the level of mastery for his action mode (befor movement if he chooses "moving", otherwise after movement).

10. The action is resolved, or a marker is placed for certain actions.

11. End of activation.


I hope the whole step-by-step guide is correct.
Playing cards BEFORE movement certainly makes it easier for players, as they can position their fighters according to the available LoM.
Following that guide actually prevents situations like the one described above.

My step-by-step guide certainly gives the turn some structure and makes clear what can be done when.
If it's 100% as per the rules, I'm not sure.
Haven't played for a while, and haven't got the rule book in front of me.


Regards,

Timo


Mostly correct!

a slight re-ordering is needed.

1.
3. (unless the fighter is in Maneuver mode)
9 (part one). complete movement.
2. (note: each aptitude has its own rules and timing; their application create exceptions in this step process)
4 - 8
9 (part 2) after all effects are applied, the Level of Mastery is declared.
10, 11

hope this clears it up.
 
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