View Full Version : Friendly fire?
brunak rides bareback
May 17th, 2006, 02:43 PM
This is probaly been asked a bunch so im just looking for a yes or a no and just let the topic dissapear.
Can a teamate attack ur figures?
can u attack ur own figures?
(this question is for krug ofcourse)
netherspirit
May 17th, 2006, 02:43 PM
Yes.
K/H_Addict
May 17th, 2006, 02:50 PM
but note that this tactic will not work on the Tagawa Samurai, since it says on their card "...for every opponents figure..."
Although i rarely use him, i avoind the conflict of "Yes i can attack him; no you cant attack him" by stationing him on lava for a few rounds, unless you play scenarios, that would take a while. if you have a high enough point, try jumping him off a cliff...into lava... :lol:
BTW welcome to the boards. hope you enjoy your experience and become an active member.
ninthdoc
May 17th, 2006, 03:04 PM
It also does not work for Shotgun Sullivan for the same reason. He can damage his own team, but not target them.
K/H_Addict
May 17th, 2006, 03:08 PM
housemouse, will you also accept money orders on preorders of the castles set? i dotn wanna end up waiting forever to get my hands on one of them...
SyvarrisX
May 19th, 2006, 10:31 PM
I think they do.
jcb231
May 19th, 2006, 11:46 PM
It also does not work for Shotgun Sullivan for the same reason. He can damage his own team, but not target them.
Why can't Shotgun target his own team? Doesn't the power just say he himself does not take damage from the shotgun blast?
Anyway...there are other figures you might want to attack besides Krug. If you are using the MacDirks, they cannot attack their own champion, but other figures on your team can surely attack the champ!
You may also want to attack Finn or Thor in order to get their spirits in play early, but more likely you'll kill them by just charging them into battle if that's your plan.
netherspirit
May 20th, 2006, 12:18 AM
It also does not work for Shotgun Sullivan for the same reason. He can damage his own team, but not target them.
He can target them....boom.
GaryLASQ
May 20th, 2006, 02:20 AM
as stated already, "yes" you can attack your teamate's figs or your own figs.
however, on Hasbro's Heroscape site there is something fairly new in the FAQ about how many dice should be rolled. here's what it says:
Can I roll less attack/defense dice if I want?
No, on page 14 of the 2nd edition rulebook; number 2 under "To carry out the attack" states you have to roll the number listed on your army card, plus any enhancements.
so if you take a shot at your own Krug, you can't decide to roll zero defense dice for him.
also, and a bit unrelated, taking a passing swipe at an opposing figure that disengages is OPTIONAL. so with the Krug example, if your opponent has Krug and steps in and out of an engagement, you are not forced to take a passing swipe.
CornPuff
May 20th, 2006, 03:26 AM
so if you take a shot at your own Krug, you can't decide to roll zero defense dice for him.
But you can 'forget' to roll extra defense dice from that defense glyph your arrow grut is standing on, and forget to roll an extra die for height advantage.
From the section about adding dice for HA, special powers, and glyphs:
The you-snooze-you-lose-rule:If you forget to do this, tough luck. Maybe next time, you'll remember!
So I guess you can only 'forget' to roll extra defense dice until your opponent reminds you :wink:
netherspirit
May 20th, 2006, 07:56 AM
so if you take a shot at your own Krug, you can't decide to roll zero defense dice for him.
But you can 'forget' to roll extra defense dice from that defense glyph your arrow grut is standing on, and forget to roll an extra die for height advantage.
From the section about adding dice for HA, special powers, and glyphs:
The you-snooze-you-lose-rule:If you forget to do this, tough luck. Maybe next time, you'll remember!
So I guess you can only 'forget' to roll extra defense dice until your opponent reminds you :wink:
If my opponent tried to "forget" those I would make sure to "remind" him.
sigmazero13
May 22nd, 2006, 10:32 AM
Plus, I would argue that if a player INTENTIONALLY forgets (which would be admittedly hard to prove), that would be cheating.
An accidental lapse of memory is covered by the rules. Intentionally trying to exploit it is, in my opinion, playing unfairly.
maxdemian30
May 22nd, 2006, 12:06 PM
Where does it say that you can target friendly units?
netherspirit
May 22nd, 2006, 12:13 PM
Where does it say that you can target friendly units?
The rulebook doesn't say that you can't.
You can attack any figure within range and with a clear line of sight.
maxdemian30
May 22nd, 2006, 12:23 PM
Interesting. Thanks.
morgonis
May 22nd, 2006, 03:50 PM
anyone thats in the know check with Hasbro to see if attacking ones own units is ok?......theres alotta stuff thats not in the rulebook that i see gettign questioned, why not this?
as a sidenote so far in my circle we have never attacked friendlys blatantly...just seems unfair and dirty, not to mention takes away some of the atmosphere, because now you got a traitor on your side and you continue in like nothing happaned...just not out style lol
sigmazero13
May 22nd, 2006, 05:21 PM
I believe it actually WAS asked to Hasbro at one point, and confirmed.
Also, as an added support, that's why the MacDirk warriors specifically say they can't attack their chosen Hero.
For most other figures, there's really not much reason you'd want to attack your own guy. However, one could "rationalize" how it could happen. Take Krug, for instance; he gets meaner the more he is hurt. Thus, his ever-scheming teammates could start beating on him to get him mad, thus making him more formidable (and perhaps they know how to do it in a way to make him think it was the other guys).
In mini games, you can almost always find a rationalization for how something "could work" in real life (but it's important to not try TOO hard in some cases, or you start losing the fun of the game trying to reconsile everything).
Teamski
May 22nd, 2006, 05:38 PM
anyone thats in the know check with Hasbro to see if attacking ones own units is ok?......theres alotta stuff thats not in the rulebook that i see gettign questioned, why not this?
It was verified a long time ago by Hasbro that it is legal to attack your own units. That is why the MacDirk Warriors are specifically banned from attacking their chosen leader.
-Ski
StarSlayer
May 27th, 2006, 08:07 PM
I remember a lot of questions to Hasbro about this, I think most of it started with Krug.
Yes, they did say you could attack your own units, but you still must roll all the dice for both the attack and defend.
morgonis
May 31st, 2006, 03:51 PM
ok, haveto run it by the guys i play with, they may wanna continue the house rule of not allowing blatant attacking of friendlys (key word blatant, mimrings fire, shotgun blasts etc sometimes hit friendlys of course)...ive seen games come down to 1 would marker before, just seams like crazy talk to start beating your self up for the gain...however im seeing alotta poteintal with Alasiter, a second human champion and 3-4 sets of mcdirks....
as a sidenote, im just curious how many times people have shot thier own krug (for example) then watched a oppnent finish off Krug before you got a chance to use him?
D-Dyzzle
June 10th, 2006, 04:28 AM
why must you people make things so complicated. :frustrated: cmon this game was intended for 8 year olds. they could probably play no prob. and here we stand debating over such a simple topic. why not shoot your own team? i see no prob. well actually i do but what the heck.
:johnwoo2: :passout:
:bang:
:help: :chainsaw:
ultradoug
June 10th, 2006, 10:01 AM
you can shoot your own units, this is the offical rulling.
Hex_Enduction_Hour
June 10th, 2006, 10:18 AM
It was verified a long time ago by Hasbro that it is legal to attack your own units. That is why the MacDirk Warriors are specifically banned from attacking their chosen leader.
-Ski
It's funny with MacDirk and clan exemption from friendly fire as MacDirk can hurt himself once per round with Overextend. A little slower beef-up route, but it's possible. So a player can keep him back swinging furisously at a ruin's wall while powering up the clan. With Kelda in the draft. she heals MacDirk, and watch the self-mutilation start all over again. LOL
ultradoug
June 10th, 2006, 10:28 AM
I think I'd rather have him in the battle.
The only unit worth attacking is Krug.
but I dont attack my own units if I can help it.
Hex_Enduction_Hour
June 10th, 2006, 10:50 AM
I think I'd rather have him in the battle.
The only unit worth attacking is Krug.
but I dont attack my own units if I can help it.
Me too. Alastair's too much fun to hold back. I don't attack my own units either. Just doesn't seem in the spirit of the game. Although I could see how Utgar's forces would do that to Krug, but once the troll gets low on life, he sure doesn't last long.
GaryLASQ
June 10th, 2006, 12:17 PM
the extended attack for Alastair takes too long. since he must roll all defensive dice, the best new way to juice him up now is use Major Q9. with his flexible attack dice selection he can surgically get Alastair to 5 wounds in a hurry without killing him accidentally :)
AmishBurrito
June 10th, 2006, 01:24 PM
It was verified a long time ago by Hasbro that it is legal to attack your own units. That is why the MacDirk Warriors are specifically banned from attacking their chosen leader.
-Ski
It's funny with MacDirk and clan exemption from friendly fire as MacDirk can hurt himself once per round with Overextend. A little slower beef-up route, but it's possible. So a player can keep him back swinging furisously at a ruin's wall while powering up the clan. With Kelda in the draft. she heals MacDirk, and watch the self-mutilation start all over again. LOL
oh, i thought that was in case ne-gok-sa mind shackled him, then they wouldnt be able to fight him.
reapersaurus
June 10th, 2006, 08:06 PM
Put me in the camp that has never agreed with this ruling, and thought the designers made a bad decision with it - opening up a whole can of worms they easily could have just slammed shut with a by-the-spirit-of-the-game declaration.
Teamski
June 10th, 2006, 09:03 PM
the extended attack for Alastair takes too long. since he must roll all defensive dice, the best new way to juice him up now is use Major Q9. with his flexible attack dice selection he can surgically get Alastair to 5 wounds in a hurry without killing him accidentally :)
:?: :?: :?: Where did you get the defensive dice from?? He simply adds a wound marker to his card. There's no defensive dice roll.
-Ski
Hex_Enduction_Hour
June 11th, 2006, 12:10 PM
the extended attack for Alastair takes too long. since he must roll all defensive dice, the best new way to juice him up now is use Major Q9. with his flexible attack dice selection he can surgically get Alastair to 5 wounds in a hurry without killing him accidentally :)
:?: :?: :?: Where did you get the defensive dice from?? He simply adds a wound marker to his card. There's no defensive dice roll.
-Ski
I found funkiness with that defense thing too. What gives?
toddrew
June 26th, 2006, 05:10 PM
the extended attack for Alastair takes too long. since he must roll all defensive dice, the best new way to juice him up now is use Major Q9. with his flexible attack dice selection he can surgically get Alastair to 5 wounds in a hurry without killing him accidentally :)
:?: :?: :?: Where did you get the defensive dice from?? He simply adds a wound marker to his card. There's no defensive dice roll.
-Ski
I found funkiness with that defense thing too. What gives?
Borderline thread necromancy here, but I'm pretty confident in speaking on Gary's behalf that the first period in his post is to indicate the completion of the thought that the over-extend takes too long. Then he suggests that since Alastair must roll all 3 defense die (plus any bonuses) when defending against "friendly fire", the most fool-proof way of inflicting the desired damage on Alastair is by using Q-9: 3 attack first (assuming one wants to inflict more than 3 wounds :) ), then, depending on the results, 3 again, or 2, or 1, and then stop attacking Alastair once the desired # of wounds has been reached (rolling well with Q-9, and poorly with Alastair, one may have leftover attack to actually use on the enemy :) )
GaryLASQ
June 27th, 2006, 12:54 AM
i couldn't have said it better myself.
toddrew
June 27th, 2006, 08:32 AM
I did think of a question when pondering Gary's strategy: We've sorta house ruled (at least I don't think it's in the rulebook - I'll have to check) that the defense roll must come after the attack roll, so this wouldn't apply to our games, but could one roll the defense for Alastair first and then decide how many attack die to roll for Q-9? Just riling up the power gamers ;)
GaryLASQ
June 27th, 2006, 10:16 AM
don't need to house rule it. it's in the rule book that defender rolls after the attacker.
this reminds me of the Dutch rules for playing Risk.
http://heroscape.glasq.com/online/scapers/risk.pdf
RobWeaver
June 30th, 2006, 07:40 PM
Although allowed by the rules, I don't think friendly fire is in the spirit of the rules either.
sigmazero13
July 3rd, 2006, 12:53 PM
I dunno, for some things it fits the "flavor" of the figures. With Krug and Utgar, it makes sense that some less-than-scrupulous members of Utgar's army would be willing to rile Krug up by whacking him a few times. Or if a friendly figure is in the way, some not-so-nice characters might have no qualms with eliminating him so he can move there.
Granted, Jandar probably wouldn't do this, but I think intentional friendly fire does have it's purposes and "flavor".
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