I'm curious how everyone treats using a guard token, specifically when a hero can (and cannot) do the interrupt attack.
Sample Over lord turn:
1-Overlord collects 4 threat for the turn (4 heros).
2-Over lord draw 2 cards. (One is a dodge, he could now play)
3-Overlord plays the power that allows any monster to dodge an attack by playing 2 threat (name escapes me)
4-Overlord spawn a beast man war party.
5-Overlord activates monster with regeneration 4, hero attack can now no longer kill this monster.
6...
I typically view a guard order as a delayed battle action of sorts. Because of this, I have no problem with the attack taking place under the same circumstances as the second attack battle would provide. However there are a few things that have me questioning this assumption.
1) It is NOT a battle. By guarding, the hero is choosing to not (potentially) make an attack in the same situation.
2) The guard may change the legality of certain actions:
3) Leadership. By giving a different hero the order, he is (potentially) getting three attacks.
EXAMPLES:
If tahlia triggers her guard when the over lord spawns some monsters and she moves to gain LoS where the monsters would be spawned.
If a hero attacks a monster before he regenerates, and the healing is the difference between life and death.
A monster may be able to dodge the attack because of changes to the overlords hand or threat amount.
How does your group handles such situations?
I suspect most people treat the guard as being able to interrupt anything. If so how do you treat the above examples?