Focus Fire (1) - Attack a target area in this region from 1 adjacent origin area. Fight 4 iterations. STEF - You may attack from any number of adjacent origin areas.
Attacking Space Port Primus from Fortress of truth-Moving Khan and white scar SM to fortress of truth
Also space port damocles should have an activation marker I believe. Also you should keep track of which cultists were placed there in someway as it will effect combat cards.
Last thing, is it 4 or 5 damage for a primarch to be considered wounded?
Damocles was cleared during the refresh I think, the special phases happen after change of initiative if I read that right. And I believe its the 6th damage that moves a primarch into the wounded category
FaranguI am a beardy manWith a beardy planRegistered Userregular
edited April 2012
It is 6 damage to wound a Primarch.
Event Phase - Vicissitudes of Chaos - Imperial Player chooses up to 6 ranks worth of Chaos units (But not Heroes) in the same area and moves them to 1 adjacent area that does not contain any Imperial Units. The Imperial player cannot cause a stacking limit violation as a result of the movement of these units.
The Traitor player may have any Heroes in the origin area move with the chosen units. He may wait to decide whether to move the Heroes until the Imperial player has finished moving all of the units.
Up to Segatai to move the units, Chaos to move Heroes along with(if they so desire), then Chaos' initiative. Initiative and Strategic maps updated, will update battle map after Event movements.
Play 1 card to the imperial plateau region on the strategic map and use drop pods from the crucible region strategic map to place 2 deathguard space marines and 1 thunderhawk flight in 8
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FaranguI am a beardy manWith a beardy planRegistered Userregular
edited April 2012
Order Phase - Each player may discard any number of orders from their hand, then draw from their reserve pile up to 6 orders. Players may then draw new orders, to a hand total of 6.
2 things: Thunderhawk should be aligned. Focus Fire doesn't activate any regions according to the order card. The fortress of Truth may still be activated due to bringing KHAN into the battle according to flying rules. This is based of reading the rules summary not the actual rule book so wasn't sure how that worked out. Moving forward.
Accidentally drew an extra hero card because due to impatience and bad connection. I can save it in my hand for the next fight w/ a hero though I'll know what it is or discard it, which does let me cycle the deck faster. Will go along with whatever you guys feel is better. Also Traitors to decide on active or passive.
PSN SeGaTai
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FaranguI am a beardy manWith a beardy planRegistered Userregular
Edit: Made a mistake. There was a card that was supposed to just be set aside/buried that I played. Not going to play anything for the second iteration, then.
7 damage plus using ability of seek,strike, secure to remove activation marker from TA
3 – Seek, Strike, Secure – Space Marines: You may either remove your normal activation marker from the target area, or flip your activation marker in the target area to its normal side.
Posts
Chicago Megagame group
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Chicago Megagame group
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TS Marine
TS Marine
Tzeentch Titan
Slannesh Cultist
Nurgle Cultist
Miss
Hit TS space marine
Miss
Miss
MIss
Stupid laser
Refresh Phase - All activation markers are taken off the board.
Imperium, your initiative.
Chicago Megagame group
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Focus Fire (1) - Attack a target area in this region from 1 adjacent origin area. Fight 4 iterations. STEF - You may attack from any number of adjacent origin areas.
Attacking Space Port Primus from Fortress of truth-Moving Khan and white scar SM to fortress of truth
4 iterations:
Attacker:5 cards + 2 hero cards
Defender:6 cards + 2 hero cards
Chicago Megagame group
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1 damage and using the special effect
Play 2 – Heroic Combat – 1 shield - +Hero: Inflict 1 point of dmg on an opposing Hero. and 1 – Lead by Example – 2 shields – Hero: Draw 1 combat card. Then inflict 2 dmg to 1 opposing Hero. for 3 damage to Khan 3 regular damage and I draw a card.
Iteration 3: Play 2 – Heroic Combat – 1 shield - +Hero: Inflict 1 point of dmg on an opposing Hero.+2 – Heroic Combat – 1 shield - +Hero: Inflict 1 point of dmg on an opposing Hero.+2 – Diversionary Tactics – 2 shields – Hero: Move your opponent's init marker forward 1 space. [5 shields counter]
6 damage total + 2 damage to Angron, 5 shields to counter diversionary tactics
Play 2 damage, 1 damage and 1 damage
Place 3 damage
Place order in Imperial Plateau region(1)
Last thing, is it 4 or 5 damage for a primarch to be considered wounded?
Event Phase - Vicissitudes of Chaos - Imperial Player chooses up to 6 ranks worth of Chaos units (But not Heroes) in the same area and moves them to 1 adjacent area that does not contain any Imperial Units. The Imperial player cannot cause a stacking limit violation as a result of the movement of these units.
The Traitor player may have any Heroes in the origin area move with the chosen units. He may wait to decide whether to move the Heroes until the Imperial player has finished moving all of the units.
Up to Segatai to move the units, Chaos to move Heroes along with(if they so desire), then Chaos' initiative. Initiative and Strategic maps updated, will update battle map after Event movements.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Imperial's initiative.
EDIT: Maps updated.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Play Counterattack from hand
Attacking Eternity Space wall from A
4 Iterations:
Attacker:5 cards + 2 hero cards
Defender:2 cards
Chicago Megagame group
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Play 2 – Diversionary Tactics – 2 shields – Attacking Unit: Move your opponent's init marker forward 1 space. [5 shields counter]
Let me know if your sick of that one yet.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Edit: Made a mistake. There was a card that was supposed to just be set aside/buried that I played. Not going to play anything for the second iteration, then.
Play 3 damage+3 damage+1 damage
7 damage plus using ability of seek,strike, secure to remove activation marker from TA
3 – Seek, Strike, Secure – Space Marines: You may either remove your normal activation marker from the target area, or flip your activation marker in the target area to its normal side.