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#1
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Two-hex figures
If a two hex figure moves onto a hex that it cannot stay on (two hexes that are different height) but also enables a rule that stops its movement (cyberclaw or water) which takes preference? For example, I was playing and my opponent moved a marrden hound next to my major X17, the hounds base was on two different heights so it could not stop moving and my opponent said that he could move to a position so that he was placed on even tiles as long as he was still engaged. I thought that he shouldn't be able to move his hound there because he would be stuck with half of his base higher than the other and since that's not allowed he shouldn't even be able to move there. Please help me!
Quoting RevDyer's revered father: There ain't really a nickel's worth of difference between lazy and efficient. |
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#2
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in general, 2 hex figures must always end their movement on even terrain (both spaces on the same level).
but the Major X17 is an interesting situation. i would vote the double-space figure must take one extra step if necessary in order to get to level terrain and then stop; similar to stepping into water before stopping (which is illustrated in the rule book). great question with that X17 twist in it! |
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#3
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Short answer: The hound can't move there.
A double space figure must stop its movement on level terrain. So, in your example the Marrden hound has to stop when it moves adjacent to Major X-17 thus ending its movement on uneven terrain. Therefore the Marrden hound cannot move into the space adjacent to Major X-17 and cannot continue moving to be on level ground. |
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#4
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I would have to agree with Chaos Child. Sorry GaryLASQ, but allowing the figure to move an extra hex would contradict the Cyberclaw ability.
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#5
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#6
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What's the ruling on dropping down levels or moving into the water though? When I move into a water spot should I just place the two hex figure completely in the water or can they not enter it since their first end should hit first and their second end would be stuck on the land still.
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#7
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What if X17 is in a free-for-all game. He has a Knight of Weston cyberclawed. The Knight's player says, "If you'll let me go, I will go attack the orcs [a third player's forces]."
Anyone going to argue X17 is NOT allowed to turn the Knight loose? That is to say, X17 is REQUIRED to maintain the cyberclaw grip and cannot let go even if he wants to? I think he can let go. You can choose not to use the ability if you think you gain an advantage by not using it. Here's the ability text: Quote:
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#8
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So to answer the question: You don't get to choose if X-17 uses his cyberclaw. |
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#9
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#10
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on the Hasbro FAQ it says:
Is Major X17 also stuck in the engagement because of Cyberclaw? No. Cyberclaw only affects figures that are engaged to a Major X17. Once any opponent's figures enter a space adjacent to Major X17, they cannot move. That includes movements around X17 while still staying engaged. However, Major X17 may leave the engagement if it chooses to. On a side note; if 2 opposing sides both have figures with Cyberclaw, they would lock each other down. so i get from this that he can't let go unless he walks away. (same for Gladiatrons which has the same FAQ answer.) -------------------- getting back to the topic, Quicksilver62160, double-space figures can move into water and up and down levels as long as they have enough movement points to end the move with both their front and back space on even terrain. please dig a little deeper in the rule book. this question is clearly answered in the book. Quote:
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#11
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#12
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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.** | |||||||