Ferocity + Unstoppable = double counter?
I've seen this asked on BGG but it was a two post thread and no official ruling.
I agree that an official ruling would be nice. The main question is whether Unstoppable grants a counter, or if it moves the normal counter to a different time. The Rules Reference Guide refers to making "a counter" (always singular) and the Ferocity ability states that the unit may make "its counter" (not "its counters"), implying each unit gets a single counter, so if Unstoppable simply moves the timing of the counter, the combo wouldn't work.
Keep in mind that this is a very specific combo. Here's how it works.
1) The Daqan unit attacks an adjacent Obscene unit.
2) The damage dealt does not defeat the Obscene.
3) The Daqan unit has some number of retreat results (through morale results or Superior Tactics, for example)
4) BEFORE resolving those retreat results, the Obscene may use Ferocity to make a counter attack.
5) The Daqan unit is not defeated or forced to retreat from the Obscene's counter attack.
6) The Daqan unit resolves its retreat effects and the Obscene is unable to resolve the retreats because its movement is restricted, so it takes damage and is defeated.
7) Now the Uthuk player can play Unstoppable to give the Obscene a counter before it is defeated.
So even though a clarification would be handy, you can see that this combo will not come up often. For my part, it looks like the combo works and Unstoppable is allowing a counter at that specific time without regard to whether the unit has countered already or not. That's what needs clarification.
Reference Book p.10 "Unstoppable" second bullet point: "The player cannot perform the counter if the target unit was forced to retreat one or more hexes before being eliminated.". Thus Unstoppable and Ferocity are mutually exclusive: if the Obscene are eliminated in place, use Unstoppable. If they are forced to retreat, use Ferocity.
If it said "forced to retreat" and stopped there, I'd believe it. But because it says 1 or more hexes, it seems like it is not the act of resolving retreats, but the fact that the unit has actually moved 1 or more hexes that prevents the counter, because you cannot counter if you are not adjacent, but since this is a card that grants a counter, it could possibly trump the rules. To keep that from happening, they had to clarify that you could not retreat away from the starting hex if you use Unstoppable.
I sent in a rules clarification question yesterday, so I'm waiting to hear back on that.
[i've started this in a new thread so as not to clutter the FAQ thread.]
Edited by Budgernaut