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Official Rules & FAQ's Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.** |
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#1
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Countering the Dodging Door
Recently, WotC ruled in favor of the dodging door. If my Jotun approaches the castle and ends his move adjacent to doorway space No. 1, it's legal for the door's controller to open the door in the "after moving and before attacking" phase of Jotun's turn, moving the door to space No. 3 where it is no longer adjacent to figures outside the castle. This works against all melee attacks.
Swarm of the Marro offers one possible way to fight against this strange exploit. The castle rules tell us that "When the Door is closed, it must be completely closed to occupy the space in the Doorway...." The official FAQ tells us that "you cannot move or touch your opponent’s figures," and also that "you can adjust any figure you control on your turn." Put all that together, and you get this: That is correct; either of the two "good Stingers" can block the castle door from completely closing. The attacker has two spaces adjacent to the closed door. On the latch side, a Stinger's weapon can just barely keep the door cracked open, but for much better results, you should place your doorstop on the hinge side, where he can get a good grip. Next, approach with Jotun or another battering ram and end your move adjacent to the door's latch side. If the door controller allows you to attack, the Stinger does not need to move. If, on the other hand, your opponent opens the door in order to dodge the blow, quickly reach in and adjust the key Stinger so that his gun barrel lays along the outside face of the door. Now the door will not close completely (which it must) except by moving your Stinger (which it must not). Unlike many Stinger denial situations, in which the opponent can try to wriggle into his chosen space by turning his figure and cheating it to one side within its hex, here there is absolutely no chance to legally close or even half-close the door until you relent and allow it or the doorkeeper is dead. Enjoy! |
#2
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Very clever, rdhight.
I think we'll continue to ignore the WotC ruling when playing with the door; but your tactic is another option. |
#3
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Range
But stingers have range so they could attack the open dooranyway, so there is no reason to open it when a stinger is next to it.
Thanks for the last and greatest betrayal, of the last and greatest of human dreams. -William S. Burroughs |
#4
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Interesting, but yeah, no one I game with would ever resort to the "door dodging" tactic... It may be technically legal, but it's so lame that utilizing the tactic would essentially sour the spirit of the game.
"The Democracy will cease to exist when you take away from those who are willing to work and give to those who would not." ~ Thomas Jefferson |
#5
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Re: Range
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So the door isn't opening to avoid the Stinger, its to avoid the other figure's melee attack. Its a clever idea, but hopefully the door dodge isn't used much if ever. |
#6
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I like it! Use one lame tactic to counter another.
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#7
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Why couldn't they just rule that you can only open or close the door if it's your turn? I open the door to let my figures out, then I close it. I don't keep it open unless I have to.
By the way, this tactic is clever . And I agree with R˙chean! L...o....n......g.....H...e.....r....o.....S....c....a....p...e......r ..... Heroscape Brief Card for Beginners. How to share your maps with the world. VirtualScape 101. My map thread. |
#8
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If this were BGG, I'd give rdhight Geek Gold for this counter. It's brilliant. |
#9
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Good idea!!!!!!!!
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#10
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Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#11
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What are you talking about? In general, the opening/closing of the door to make it difficult or impossible to hit is just arrogant and is a bad example of common courtesy. |
#12
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