Smoke and other questions

By BrooklynMike, in Tannhauser

We played the game at our local club today and there were a few sticking points I would like to ask about:

Smoke Grenades: They seem very, very, too over powerful, and here are some questions;

- Are we correct in our understanding that ALL paths shared by the circle the grenade lands in are filled with smoke? So if I land a smoke grenade in a circle with three colors then all three paths are smoked? Seems like an awful lot of smoke!

- Do smoke grenades last for the entire game? If so, it seems a bit silly that a character with two or three well placed smoke grenades can smoke up the entire board for the entire game, and the character with the Night Goggles will be super powered.

- Is there any limit to the distance you can throw a smoke grenade? or any circle on your path


Combat Sequence: Is there any sort of 'opportunity fire' rules we are over looking. It seems like characters who move into the open are sitting ducks for any and all attackers. Is there any kind of rule that allows you to fire your weapon during your opponent's move?

Action: Can you search a crate, drop a weapon (to clear a slot) and pick up a weapon in one action? Can you pick up a weapon and fire it in the same action?

There will be more questions, but for now I'd like to get back to my club members with these answers.


Howdy! Welcome to tannhauser, nice seeing new people play the game! =)

My answers will follow ***

- Are we correct in our understanding that ALL paths shared by the circle the grenade lands in are filled with smoke? So if I land a smoke grenade in a circle with three colors then all three paths are smoked? Seems like an awful lot of smoke!

*** Yes that is correct. If you chuck a smoke on a path that is on 2 colored paths all are filled up.

- Do smoke grenades last for the entire game? If so, it seems a bit silly that a character with two or three well placed smoke grenades can smoke up the entire board for the entire game, and the character with the Night Goggles will be super powered.

*** Yes they last for the entire game, but the do effect everyone, so it is fun playing "get to the goggles" when MacNeal dies. On a side note there is a pretty good token the shocktrupen has that can move grenades. I will post a link on my next reply.

- Is there any limit to the distance you can throw a smoke grenade? or any circle on your path

*** You anc chuck as far as you want on the same path the character is standing on.


Combat Sequence: Is there any sort of 'opportunity fire' rules we are over looking. It seems like characters who move into the open are sitting ducks for any and all attackers. Is there any kind of rule that allows you to fire your weapon during your opponent's move?

*** There are counter attack but they use victory points. So you'll have to position your pieces carefully throughout the game.

Action: Can you search a crate, drop a weapon (to clear a slot) and pick up a weapon in one action? Can you pick up a weapon and fire it in the same action?

Yes, I believe so. Asked that question when I first picked up the game.

There will be more questions, but for now I'd like to get back to my club members with these answers.


We will be here waiting, hope you enjoy the game. =)

Hello again.

this is a link to Tannhauser fans little side forum

tannbunker.myfastforum.org/about21.html

Don't be shy, join up and jump right on in.

Thank Malechi for the translation, he translated every token to date. =)

Technically, if I remember correctly, you actually beat me to the post with the Mechanized Arm back on the old, now defunct FFG Tannhäuser Forum!

BrooklynMike said:

Smoke Grenades: They seem very, very, too over powerful, and here are some questions;

Hi! :)

I also had the same feeling while beginning with this game :) Smoke covering a huge area of any map made me use my figures on smaller area and therefore more vulnerable for granades/TNT of Union party. Now, if the smoke granade isn't thrown on very very good place, it causes very little trouble at all. Why?

1. Karl Zerman's Doom . Choose Combat pack with Herman and place Combat hermetica (wisely :) ). Choose Mental pack with Karl. Now you can terminate enemies without entering the smoked area. If the granades are in very good place, it isn't that powerful, but in all other cases, it is :)

2. Using Herman's Eye of horus (new token) (swap it for walther :) ) is another way of ignoring all efects of smoke (while attacking).

3. Use Herman after enemy eneded movement in Patmos amulet range (usually is the range 9 circles(you move 2 circles there, and 2 circles back + 7 range of amulet itself), if you want to end you turn on the same circle you begin on)). Use Patmos to a / Move enemy without glasses into smoke and than easy-kill him with Karl b / Move enemy with glasses out of smoke and attack him with hand-to-hand (if possible).

I know that these steps are not always possible, but if you play good defensive play, your opponent will make a misstake (you should make him do it :)