Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Questions Concerning Card Abilities and Timing


Best Answer Khudzlin , 25 December 2016 - 12:44 PM

1) Dealing damage happens in 3 steps.
a. Assign damage (ie figure out which unit is going to take how much)
b. Use shields
c. Take damage (and check whether units are destroyed)
Unstoppable comes up just after a, so you prevent 1 (leaving 9) and trigger the Battle ability of the planet (Iridial lets you remove all existing damage, which does not include currently assigned damage). Just after that comes the time to use reactions to damage being assigned (such as Indomitable and other effects preventing damage). Iridial cannot save the Brethren.
 
2) First, reactions and interrupts are optional, unless they're forced. Second, you don't have to wait for an action window to use them, because they're not actions. Finally, the command phase goes like this:
a. Secretly choose a planet on your command dial
b. Reveal your command dial
c. Commit your warlord and all units in your HQ
d. Resolve command struggles in planet order
Both Ragnar's Sentinels and Blackmane's Hunt react to c, so it all happens before any command struggle takes place. Go to the full post »


  • Please log in to reply
6 replies to this topic

#1
Corelogic

Corelogic

    Member

  • Members
  • PipPip
  • 17 posts

hi guys i'm just going to throw out a bunch of timing and card ability related questions that have come up in my games.

thanks ahead of time for all help rendered.

 

1) Sword Brethren Dreadnought

"Unstoppable - The first time this unit is assigned damage this round, prevent 1 of that damage and you may trigger the Battle ability of this planet."

 

  • so let's say that that he takes 10 hits in one go and i'm unable to block it or cannot block enough of it that he does not end up with even one HP left. now in this means that i trigger the battle ability of the planet and that he is also dead. but let's say that the planet is Iridial (remove all damage from a target unit). now timing wise can i remove all damage from the SB Dreadnought so that he doesn't end up dying or does the order of operations remove that option?

2) Ragnar's Sentinels.

"Reaction: After your warlord commits to a planet, move this unit to that planet. "

  • when exactly does this trigger timing wise and is it optional (i am assuming it isn't optional)? i'm trying to understand how command struggles interact with these cards. let's say there are 3 planets. i deploy a sentinel to planet 1 and another to planet 2 and then i commit my warlord to planet three. do i need to perform the reaction the moment i commit my warlord or can i hold off. win the command struggle on planet 1 and then move my unit and the same on planet 2 or do i need to move my units the moment after i commit my warlord?
  • if the reaction has such a delay built into it i can potentially use these cards to win command struggles on multiple planets.

3) Blackmane's hunt.

Reaction: After your warlord commits to a planet, commit your warlord to an adjacent planet. 

 

  • same vein as before. how does the reaction timing work for the command struggle? can i commit ragnar to planet 1. win the command struggle there and then play this card and then move him to planet 2 and win the command struggle there? or does the Command Phase Action window occur after all the Command Struggles have already occurred.

  • Mathewnep and RTAudiz like this

#2
Khudzlin

Khudzlin

    Advanced Member

  • Members
  • PipPipPip
  • 1052 posts
✓  Best Answer
1) Dealing damage happens in 3 steps.
a. Assign damage (ie figure out which unit is going to take how much)
b. Use shields
c. Take damage (and check whether units are destroyed)
Unstoppable comes up just after a, so you prevent 1 (leaving 9) and trigger the Battle ability of the planet (Iridial lets you remove all existing damage, which does not include currently assigned damage). Just after that comes the time to use reactions to damage being assigned (such as Indomitable and other effects preventing damage). Iridial cannot save the Brethren.
 
2) First, reactions and interrupts are optional, unless they're forced. Second, you don't have to wait for an action window to use them, because they're not actions. Finally, the command phase goes like this:
a. Secretly choose a planet on your command dial
b. Reveal your command dial
c. Commit your warlord and all units in your HQ
d. Resolve command struggles in planet order
Both Ragnar's Sentinels and Blackmane's Hunt react to c, so it all happens before any command struggle takes place.
  • RTAudiz likes this

#3
Corelogic

Corelogic

    Member

  • Members
  • PipPip
  • 17 posts

thank you for the help.


  • RTAudiz likes this

#4
Khudzlin

Khudzlin

    Advanced Member

  • Members
  • PipPipPip
  • 1052 posts

You're welcome.


  • RTAudiz likes this

#5
Mathewnep

Mathewnep

    Newbie

  • Members
  • Pip
  • 1 posts
Okay so the round doesnt end till all heros activate any monsters on the field after last hero goes gets a free turn?

.

#6
Gosgosh

Gosgosh

    Advanced Member

  • Members
  • PipPipPip
  • 84 posts

Okay so the round doesnt end till all heros activate any monsters on the field after last hero goes gets a free turn?

.

 

This does not make any sense. Would you mind sticking to the game terms please? Otherwise no one can understand what you want to tell or ask us :)



#7
Skyknight

Skyknight

    Advanced Member

  • Members
  • PipPipPip
  • 633 posts

Okay so the round doesnt end till all heros activate any monsters on the field after last hero goes gets a free turn?

.

I think this was from him..


  • Gosgosh likes this